From milsim airsoft games to reenactments, skirmishes, winter games, night games and major operations, you'll find a game to suit your style and ability. RPC Airsoft caters to all levels of players from beginner to veteran! Many of the best and most respected players and teams in New England started here for a reason!
Full seal ANSI Z 87 or A S T M: F 17 76 eye protection, with a fitted retaining strap is required, and must be on before entering the playing field and will be checked at chrono.
Any alteration to lenses or venting in excess of 4mm is not allowed.
Under 18 must wear a full paintball mask or similar hard coverage.
Over 18 it is highly recommended to wear a full paintball mask, or goggles, with a lower faceguard.
Mesh goggles, ski goggles and shooters are NOT, have NEVER been and will NEVER be allowed at RPC Airsoft.
Notify Referees if you need to clear your goggles, so that you may be safely escorted from, and back onto, the playing field, without penalty, to handle your fogging issue.
Breaking the seal between your eye protection and your face while on the playing field is the same as being hit, causing you, and one additional teammate to respawn.
If you lose your eye protection in the game; immediately place your arm over your eyes, while raising your other hand over your head, and call “CEASE FIRE”. Do NOT uncover your eyes for anyone other than a Ref. If you see someone in this position, call “CEASE FIRE” and notify a Ref.
When in the break area: mags out, guns cleared, barrel blockers on.
Unholstered guns MUST use RPC approved barrel bags and must be on securely anytime gun is outside the playing field. Socks, gloves, plastic caps, etc do not qualify.
Holstered guns must have mags out in the break area.
Dry firing may only be done in the break area with the barrel bag on and muzzle inside an enclosed container, for example: the trunk of a car or gear bag.
ALL GUNS & PISTOLS MUST BE CHRONOGRAPHED BEFORE USE IN PLAY
Field limit is 400FPS with a .25 gram BB.
If you feel someone has a hot gun, step out of play and identify the accused to the Ref staff. You will remain out of play till the situation is resolved.
Head shots are allowed and count. SHOOTERS, aim elsewhere if possible. TARGETS, it is highly recommended to wear full face protection. If you don’t, don’t bother to complain.
You cannot blindly fire around corners or through walls.
Firing into or out of Maelstrom past the yellow steel poles in full auto is allowed. Engagements inside of Maelstroms yellow steel poles is semi-auto only, except when firing at or from the Trailer and Madcat’s Tower.
If circumstance require engaging a potential Dead Man’s Walk or unidentified player, one single shot on semi auto does the job.
High Risk Engagements
If you engage, or by your own placement require other players to engage you, under 10ft, it is considered a High Risk Engagement.
High Risk Engagements have a NO BITCH rule. Do not go this close if you are not willing to deal with the consequences of your own actions or the actions of others in an intense and sometimes brutal environment. Attitudes, fits or gripes will result in respawn.
During a High Risk Engagement, immediately stop all movement, and firing, if a Ref calls, “Hold Positions”. Play can resume as soon as the Ref calls, “All Clear”.
Referees may surrender players at their discretion.
During a High Risk Engagement, it is the dead players responsibility to remain dead in place, but in a manner that is out of the lanes of fire until engagement is over.
Meat shields happen, over shot complaints by meat shields however will result in immediate respawn of the shield and any shielded teammates.
No “Jab & Fire” through windows and doors when taking structures.
RPC does not use safety kills only knife kills which are allowed by hand or rubber knife, avoiding the head and genitals. Knife tosses are allowed. Keyword toss, not whip.
Thunder B and Tornado grenades kill all in a single room upon detonation in a building.
Thunder B’s may not be loaded with any material such as BBs, powders or wadding.
Players using Thunder B grenades are required to carry out spent shells and 12 grams.
Pea grenades, TAG pyro and other paint and chalk rounds are not allowed. Any player using a pyro or marking device is automatically eliminated. Pea and TAG grenade hits do not count.
A Dead Man’s Walk and verbally Spoofing Identification are valid tactics. Security, challenges and identifying friendly and enemy forces is always the responsibility of the players.
Tactical ballistic shields are allowed for use inside of Maelstrom only, and hits to them do not count. Shields must be at least 20 pounds and over twenty-two by fifty-one inches in size.
Any direct hit to a person, gun or gear is considered a hit.
If you are unsure of a hit, call it a hit.
If you see a teammate hit, tell them they are hit.
Friendly fire counts, ricochets do not.
If you are hit, you are required to stop play and communications immediately.
You may, but are not required, to notify other players of your eliminated status, by yelling HIT three times in a loud voice and putting your hand completely over your head.
Dead players can only use the words HIT, OUT, DEADMAN, MEDIC YES or MEDIC NO. Any other communication, will result in respawn of additional teammates.
To prevent bonus balling, dead players are the responsible party, both verbally and visually. Dead rags may be used, but must be blaze orange and actively used in hand, both high and low. They cannot be worn. Red lights should be used for night games.
Crossfire by accident happens. Complaining means that you are not using your head. The responsibility is with the dead player to move out of the lane of fire, in a game appropriate manner, remaining out of play, until the engagement is over, and then recover their dead position once the crossfire has ceased. Out of play means no medic’ing.
Yelling at someone to call their hits is NOT allowed. If you feel a player is not calling their hits, step out of play and identify the accused to the Ref staff immediately, and in person. You will remain out of play, till the situation is resolved. Accusers may also be sent to respawn, at the Referees discretion.
Mines may kill via BBs, water, powder or sound. All able to HI-FIVE the person triggering the device are also considered dead.
There is an UNENFORCED surrender rule. Asking for a surrender does not require the person to do so and High Risk Engagement rules apply.
Medics and Respawn
Protection of spawn points is the responsibility of the defending team, not the Ref staff.
Medics and players cannot heal inside of structures that are the actual objectives. During Maelstrom attack style games, no heals inside of the structures.
Eliminated players are healed after 60 seconds of hands on contact from a Medic.
Eliminated players may be moved by a Live player while in direct contact with them. Breaking contact requires dead players to STOP and no catching up is not allowed.
Eliminated players may also return to their respawn point to tag back into the game.
Dead players may move themselves out of the line of fire, but must return to their dead in place position, after the firefight, to be healed. Any other movement by a dead player requires a trip to respawn.
Medics may not be healed, and must return to respawn to revive.
General Field Regs
Ref channel is 4.0 on FRS radios system.
Notify field staff if you are asthmatic, diabetic, allergic to bee stings or are on any doctor prescribed medication.
Tobacco products including cigars and dip are allowed only in the break area.
No firing at or near wildlife, lights, speakers, antennas or field cameras.
No metal or glass BBs allowed, bios as always are preferred.
RPC reserves the right to approve all items allowed on the premises. Alcohol, firearms, fixed blade knives, machetes, axes, green lasers, smoke grenades, pea grenades and other pyrotechnics and Non-SWAT pneumatic launchers are prohibited.
A fast controlled trot will get you most places.
Do NOT climb, ram or use as targets, the buildings, structures or props.
Bunkers, buildings, construction materials and all playing areas are to be used as is and without modification. If climbing over a barrier will disturb it, please go around it.
Use doorways for entry and egress. Windows can only be used to shoot through or pass equipment.
Only designated RPC SWAT may climb on or use The Rock, The Rock House Tower, Madcat’s Tower and any other towers designated by orange steps & chains.
Non SWAT players may not use ladders for any purpose. No player may play, observe or shoot from any ladder.
No aggressive physical contact, or language, directed at another player, is allowed.
Boundaries are marked via pink line and ribbons. All other colors are for in field navigation.
Going out of bounds, even momentarily, is the same as being hit you will be respawned.
Horns are used to start, pause and end games.
If a horn is blown during a game, STOP SHOOTING, aim your gun at the ground and hold position, listen for instructions. Do not remove your goggles.
Single horn blast starts a game. Two horn blasts ends a game. Three horn blasts, means an emergency, cease fire immediately and stop all movement.
Only in case of dire emergency, players may call for and use the words “CEASE FIRE”.
Test firing guns before a start or lack of attention resulting in false starts will not be fixed.
Players must start within their flag stations. If you are not at your start position, at the start horn, you must tag your respawn to start the game.
All water bottles, BB bags, 12 grams and prop trash must be carried out of the playing field.