Third Coast Airsoft | Norcross, GA  30071 | | Tel: 678.870.6019

© 2019 Third Coast Airsoft. Frogman Builds

  • Facebook Social Icon
  • AirsoftC3
  • White Instagram Icon
  • YouTube Social  Icon

Before the start of each Evolution, orders are communicated to each side. Force commanders will direct troops at either Platoon or Squad strength to achieve objectives. Objectives, once met will result in victory points. Victory points will total over the course of the event determining the winner.


Force and Company Commanders will coordinate amongst themselves to determine the best strategy

to achieve the overall victory. Crucial to this is the maintenance of OBJECTIVE FOCUS.

Platoons down to the individual rifleman must know the victory conditions necessary for winning. This isn’t deathmatch, no one will care how many of the enemy a rifleman has taken out if it achieves nothing in the way of victory points.



Western Forces (Tan based camos, Examples Desert MARPAT, DCU, ACU, Multicam, desert tiger, 3 color desert)
Task Force Darby: ACUs only, tan headgear is acceptable
Task Force Ripper: Desert Digital/NSW AOR 1 Only, tan headgear is acceptable
SOF: Desert DPM/Desert Tiger/3 Color Desert, tan headgear is acceptable

Eastern Empire (Green based camos, examples Woodland, Woodland Marpat, CADPAT, Jungle Tiger, ATACs FG)
Royal Rifles: Woodland Digital/NSW AOR 2 Only, green headgear is acceptable
KFORCE Airborne Regiment: MC Tropic or British DPM, green headgear is acceptable
KFORCE Commando: Russian Green Flora / British DPM / German Flecktarn, green head gear is acceptable


Uniform rules identify different forces and provide a better experience.
A. Remain in the proper uniform for your side.
B. Uniforms must match the base color of your side.
C. Cold weather clothing must also be the same base color of your side.
D. Shirts are not optional for uniform tops, bottoms must be pants.
E. Headgear will be side color specific. Camouflage or Solid colors authorized. NO BLACK HEADGEAR.
F. Gear color does not matter.


Our MilSim Scenario events focus each side to fight over key terrain and accomplish TST Missions (Time Sensitive Target Mission). 

  • Points are awarded based on the count provided by digital terrain beacons set up at key terrain points.

  • These beacons can change sides many times throughout the Phase but it’s the total time possessed by each side at each beacon at the end of Phase that counts for your side.

  • Any TST FRAGOs during the Phase, if completed, award additional points.

    • FRAGOs  will have conditions that must be met in order to earn either full or half credit.

  • Total number of points earned after each Phase, minus rule violation penalties, will determine which side is victorious.


• All players must have FULL SEALING ballistic proof eye protection (ANSI Z Rated) as a minimum at

all times on the field: masks, mouth guards, balaclava, are highly recommended. (Regular

Prescription glasses used as eye pro is not authorized). NO MESH EYE PRO IS ALLOWED PERIOD.

• Lower face pro is mandatory for those under 18, (examples: mesh mask, iron face, paintball mask,

mouth guard) and recommended for all players 18 and older.

• Red Dead Rags are required for daytime, at night either a Red chem light or red light for night and

dark areas.

• Simulated Airstrikes have a 50 foot kill radius, artillery strikes 20 foot kill radius

• Simulated Mortar Strikes have a 10 Foot kill radius

o Commanders will have limited about of mortar/hellfire missile strikes that they can call in to

disrupt enemy movement.

• Grenades- 10 ft kill radius: must have a sound or effect. When thrown in a single Room all players

in room are dead. 10ft radius is counted from where the grenade stopped moving. This applies to

TAG rounds as well. (MUST DETONATE)

• MIDCAPs Only

o Players may run with an unlimited number of MIDCAPs, (no drums for non-support


o This makes LMG/GPMGs that much more important on the field.

• A support weapon, LMG, or GPMG is defined as: An airsoft replica can only be classified as a

Support Weapon if it accurately resembles a True Support Weapon such as the SAW, PKM, M240,

Vulcan, MG36, etc (Grandfathered replicas of BARs, M27 IAR (must be true to actual weapon, and

RPK are included). If you have specific questions or additions to this list please contact event


o Support Weapons are the only replicas that are allowed to use a “Box” Magazine at this

event. Winding, electric or spring loaded magazines are all acceptable.

o Normal Midcaps are not

restricted for Support Weapons.

• Weapons of Supports and Sniper Classes must be of true class. An M4 is not a Sniper. An AK with a

box mag is not a Support gun.

o Support/Snipers may carry a secondary rifle or PDW or pistol so as long as it is within

Rifleman limits.

• NO FULL AUTO INDOORS, unless you are SMG class, semi only. (Example inside the same structure shooting at someone inside the same structure). Support weapons with a selector switch and within rifleman FPS/Joules

can engage semi indoors.


The weapon and your weapon class must match. You cannot stick a scope on an M4 and call it a sniper nor can you stick a box mag on an MP5 and call it a support weapon.


TCA uses joules to chrono all weapons.


• Rifle: Standard AEG or HPA replica weapon. Includes any service rifle replicas such as an M4, AR, AK, AUG, SCAR, HK416, Galil, L85, etc….

•  1.55 joules o .25 gram BB – AEG

•  .32 gram BB – HPA o 0ft MED

•  Semi-auto only at all times

•  Mid-cap only

•  All regulators will be zip tied and sealed with tamper tape. (Which we provide)

• SMG: A magazine fed, fully automatic replica carbine designed to fire pistol cartridges.

Includes the MP40, M1A1, M3, Uzi, MP5, MAC 10, P90, MP7, etc….

•  1.00 joules o .25 gram BB – AEG

• .32 gram BB – HPA

•  0ft MED

•  Full auto allowed indoors and outdoors

•  Mid-cap only

•  All regulators will be zip tied and sealed with tamper tape. (Which we provide)


• Support Weapon: A replica weapon used to give infantry squads or sections a portable source of fully automatic firepower. Often selective fire, fitted with a bipod. Includes the M60, Stoner, M27, RPK, L86, HK417, Minimi, etc…. 

•  1.86 joules o .25 gram BB – AEG

•  .32 gram BB – HPA

•  50ft MED

•  Full auto allowed outdoors (must be select fire on semi to shoot indoors to indoors)

•  Box or winding mags allowed, bipod required

•  All regulators will be zip tied and sealed with tamper tape. (Which we provide)


• DMR: Unlike sniper rifles, DMRs are always semi-automatic replica rifles, typically have a larger magazine capacity and are fitted with a bipod and optic. Preferable to have a replica that holds a 7.62 sized magazine. Includes the HK417, SR-25, G3, M14 EBR, Mk 12 SPR, M16A4, SVD, etc….

•  2.1 joules

•  .25 gram BB – AEG

•  .32 gram BB – HPA

•  75ft MED

•  Semi-auto only

•  Mid-cap only, must have an optic and a bipod

•  All regulators will be zip tied and sealed with tamper tape. (Which we provide)


• Bolt Action Sniper: A long range, precision replica rifle with a bolt action, telescopic sight and a bipod. Includes the M40, M24, Barrett, CheyTac, etc….

•  3.6 joules

•  .32 gram BB

•  100ft MED

•  Semi-auto only

•  Mid-cap only, must have an optic and a bipod

•  All regulators will be zip tied and sealed with tamper tape. (Which we provide)


• Pistol: Any standard semi-automatic or revolver replica used as a secondary side arm.

•  Gas blow-back pistols do not require a chrono tag.

•  Fully automatic pistols and non-blow-back (CO2) pistols must be chronoed.

•  1.55 joules

•  .25 gram BB – AEG

•  .32 gram BB – HPA o 0ft MED


1. All operators are expected to follow the "Code of Conduct"

2. CHEATING WILL NOT BE TOLERATED, you will be ejected from the event with no refund for repeat

offenders. Penalties will be assessed for the entire side based on the individual’s actions.

3. This event requires plastic BIO BBS only.

4. All operators must use hard lens type goggle or glasses that have a tight seal around the face and

retention strap (must be ANSI Z rated) with no gaps bigger than a pencil eraser. Players younger

than 18 must wear full face protection (iron mask, mesh half mask and eye pro, full mask).


5. FPS limits for this event are hard and non-negotiable, ZERO EXEMPTIONS

6. All hits to the operator's body count as a kill, including web gear

7. Gun hits do not count, so as long as it is the weapon in the hands of the shooter

8. When you are hit you will die in-place, call out loud “HIT”, display RED DEAD RAG (or in dark

areas/night Red light) and act as if you have been fatally shot and remain motionless for 5 minutes.


9. After the bleed out (5 minutes), you will place a red rag on your head, put your gun over your head

or on your shoulder with one hand in the air and them move away from the combat area to the

Casualty Collection Point (respawn area).

10. Dead men do not talk to live operators

11. Dead men do not talk on the radio, not even to say "I'm dead"

12. There is absolutely no shooting at anyone within the minimum safe engagement distance MED

established for your weapon.

13. If any operators have any disputes, they are expected to resolve them in a gentleman-like manner.

We do not yell out for others to call their hits, the correct response is “check” or “ref check” TO


14. Indoors all weapons must be on semi (indoor to indoor shots in the same building)

15. Electronic Warfare (ie jamming, listening in) IS NOT ALLOWED.

16. Reloading magazines may be done anywhere on the field, so keep bags/speed loaders handy

17. Penalties for players not acting in accordance with the ruleset will cost their side objective points.

18. Frequent violators will be told to leave, with photo being posted on social media.

19. The use of TAGIN 40mm rounds is authorized. Hand tossed flash/smoke grenades only. Nerf/Vortex

Rockets must be fired from a launcher and are only used for anti-armor purposes, requiring a direct

hit. 40mm TAG rounds which explode are lethal to vehicles if they detonate within 10 feet, hand

grenades must detonate underneath or on top a vehicle in order to kill.

20. Friendly Fire counts.

21. When deploying smoke, pull ring, wait for smoke to shoot out then throw.

Detailed HIT Rules

1. When hit, sound off vocally, you will place a red rag on your head.

2. Hits to any part of your body count as a kill.

3. Hits to any part of your tactical gear or equipment, such as ammo bags, canteen, and pouches, etc.

also count as a kill.

4. Rounds that snap vegetation and continue on to hit you count as a kill. (ricochets do not apply)

5. Hits to the gun you are holding do not count as a kill.

Medic Rules

1. When you are hit, yell out “HIT!” loudly, then you must take out and display your Dead Rag (any

bright RED cloth), and either sit down or lay down (DO NOT REMAIN STANDING) to stay out of the


2. Wait for a medic to arrive, or you may return to respawn after waiting a mandatory 5 minutes.

While waiting, you may not move, shoot or talk with exception for calling “MEDIC!”

3. MEDICS: All players are able to heal other players. Each player will Carry 2 Bandages on them.

Once a player is hit the player has a 5 minute bleed out. If another player reaches the hit player

before 5 minutes he is to take one bandage and tie or wrap it around the player arms or legs. A

player can be medic-ed 2 times. When the player is hit the 3rd time they will wait their 5 minute

bleed out and return to the nearest respawn.

4. They can be moved to cover by 1 friendly teammate. Everyone will be carrying 2 bandages (rolled

ACE bandage, MSW bandage, Third Coast Tourniquet or white nylon), when hit, pull your dead rag,

yell/scream hit, call for a medic/corpsman/mom, then anyone on your side can run over, pull one

of your bandages out, tie it around your arm, and at that time, put your dead rag up, get back in

the fight. You get hit again, repeat the process.

5. Take note: Road apples are not apples, there will be a test later.

6. The third time, wait 5 minutes, then off to respawn, at the respawn, take your bandages off, repack

them, then get back into the fight. (THERE IS NO AUTOMATIC HEAD OFF TO RESPAWN, YOU MUST


Civilians: Violations of the Geneva Convention (killing of civilians) will result in deduction of Objective


• However, if civilians are wounded and treated, no points will be deducted.

• No physical contact between role players, and members of opposite team. Notional searching of

dead players and civilians is allowed when a player is 1 foot away from the individual and

announces “you are being searched” at which time the searched player will give intel if on their


Air/Artillery Support

• Close Air Support/JDAM strikes: Precise close air support with a 50 ft kill radius (Players wounded in

these strikes can be healed if it is their 1st or 2d hit)

• Artillery strikes: 20ft kill radius (Players wounded in these strikes can be healed if it is their 1st or 2d


• Commanders will have limited amount of artillery/JDAM strikes that they can call in to disrupt

enemy movement. Commanders can contact their Fire Support on the Command NET for use.

• They will relay the grid of the requested strike to the ADMIN/FIREMARKER and a simulator will be

set off near that location, with enemy (or friendly) casualties being assessed.



Vehicle Rules

• Launched projectiles, single hit, destroys a vehicle and all occupants (Crew and passengers cannot

be medic-ed), vehicle has to wait 5 minutes, then rolls back to CCP, resets, and can return to fight

with all occupants respawned).

• All dismounts must be 10 ft away from the vehicle when moving.

• Small Arms Fire, will not disable or destroy the vehicle, ONLY AN ANTI-ARMOR WEAPON or

GRENADE (detonating with in 10ft of the vehicle) CAN KILL IT. Do not fire bbs at vehicles or their


• Only a vehicle’s gunner position can fire from a vehicle.

• 15 MPH speed limit on hard surfaces (10MPH off-road)

• All vehicles must have a 2 man crew: a driver and a spotter. The spotter is responsible for guiding

vehicles when in reverse and monitor the loading and unloading of vehicles.



Command and Signal

Communications will be by UHF/FRS radio. The following Signals Operating

Instructions are in effect:


Staff Channels/Frequencies

FRS 1 462.5625

FRS 2 462.5875



WESTERN COALITION Assigned Channels/Frequencies

Channel Frequency

FRS 3 462.6125

FRS 4 462.6375

FRS 5 462.6625

FRS 6 462.6875

FRS 7 462.7125

FRS 8 467.5625

FRS 9 467.5875

FRS 10 467.6125

FRS 11 467.6375

FRS 12 467.6625



EASTERN EMPIRE Assigned Channels/Frequencies

Channel Frequency

FRS 13 467.6875

FRS 14 467.7125

GMRS 15 462.5500

GMRS 16 462.5750

GMRS 17 462.6000

GMRS 18 462.6250

GMRS 19 462.6500

GMRS 20 462.6750

GMRS 21 462.7000

GMRS 22 462.7250

Service and Support:

Refer to Event Oporder for Additional Questions. 


NO REFUNDS. Refunds only to MILITARY SERVICE MEMBERS WHO HAVE DUTY! Tickets are transferable into another players name if sold. Email the name of the person who purchased your ticket, email them the ticket confirmation, They must print and bring with them to the event for check in.