Coyote Force

OFFICIAL AIRSOFT RULES

A community-shaped ruleset for fair, competitive Coyote play. Take a moment to read carefully — we're all here to have fun, play with friends, and enjoy the game.

Updated Sunday, March 8 2026 @ 10:15 PM EST

Coyote Force reserves the right to change or modify rules as necessary. Rules will not change after a game briefing begins through completion of that game. Rule changes are not retroactive.

1. Waiver

1.1. Digital Waiver Required

All Players are required to sign a digital waiver. Minors must have their waiver signed by a parent or legal guardian. Our digital waiver system makes it easy for you. Waivers are valid for a year. Click HERE.

2. Hit Calling & Dispute Resolution

To maintain fair gameplay and properly address hit-calling concerns, the following procedure will be used moving forward:

If a player believes another player is not calling their hits, the issue must be brought directly to a referee or head referee staff as soon as possible. Reports made after the game without identifying the players involved are very difficult for staff to act on.

2.1. When a Hit-Calling Concern Is Raised

  • Both the reporting player (accuser) and the reported player (defender) may be brought to head referee staff for discussion and clarification.
  • Staff may place both players under additional monitoring during future games to determine if a pattern of behavior exists.
  • Names of all involved players will be logged so staff can track repeat reports and enforce our strike policy if necessary.

If you are actively engaging another player and believe your hits are not being called, immediately notify a referee and be prepared to identify the player involved.

Our goal is not to punish players unfairly, but to ensure fair gameplay for everyone. Proper reporting allows staff to monitor situations and resolve issues quickly.

3. FPS / Velocity Rules

Please see this FPS calculator or the FPS Diagram at the bottom of this page for specific reference.

3.1. Pistol

1.5J limit with 0ft MED in Semi auto only.

3.2. Rifle

1.5J limit with a 0ft MED in Semi auto only / 30 rps limit.

3.3. SMG

(Any Pistol Caliber replica)

1J or Less. No MED. Controlled Burst. No Drums/Winding Mag. SMGs must use a pistol caliber magazine.

3.4. LMG/MMG — No Firing While Moving

1.6J limit with 100ft MED in Semi or Full Auto / 25 RPS hard limit. LMGs can only fire from deployed fixed positions (e.g., bipod down, kneeling or prone). Must be a realistic LMG that has weight to it. Examples include M249, PKM, M240, RPK, etc. This models real suppression roles and stops “run-and-gun” abuse. If questions, please ask about your gun in Discord.

3.5. DMR

1.8J limit with 50ft MED / Must be locked in semi; replica cannot have a full auto mode period.

3.6. Sniper

2.5J limit with 100ft MED / Bolt-action only.

4. Safety Protocols

4.1. Eye Protection

All eye protection must be rated to resist impacts (ANSI Z87+). Full Eye and Face Pro is required for anyone under the age of 18.

We recommend the gasket fully seal to your face to qualify for field use, though this isn't required. Gaskets must be designed for the eye pro from the factory. We recommend retention that keeps the eye protection tight to your face. Mesh goggles are not allowed unless another form of eye protection is worn underneath (e.g. shop glasses).

STAFF MIGHT PROHIBIT PLAYERS FROM WEARING CERTAIN STYLES OF EYE PROTECTION IF THERE ARE GAPS IN THE SEAL DUE TO FACE OR HEAD SHAPE.

STAFF MAY PROHIBIT EYEPRO FROM BEING USED IN THE EVENT THE EYEPRO IS UNKNOWN OR NOT TO STANDARD.

4.2. Age Restrictions (Updated 10/4/24)

  • 10–11: Full Seal Goggles (single pane lens) + Nose, Ears and Mouth covered (Recommend Full Paintball mask)
  • 12–15: Full Seal Glasses OR Full Seal Goggles (rubber, foam, or plastic seal that seals to the face well) + Nose / Mouth covering
  • 16–17: Full Seal Glasses OR Full Seal Goggles (rubber, foam, or plastic seal that seals to the face well) + Mouth covering / Mouth guard
  • 18+: ANSI Rated Glasses. Recommend glasses retention. Recommend lower face protection

4.3. Chronograph

Every time you come to The Field, you must get your gun chronographed, or "chrono'd", even if you've been chrono'd before. If you play both days in a weekend, you must get your gun chrono'd Saturday AND Sunday.

5. Gameplay & Conduct

5.1. Game Briefings

All Players are expected to attend briefs for games in which they intend to play. Failure to attend any given briefing may bar you from participating in that game.

5.2. Zero Tolerance Policy

We have a ZERO TOLERANCE policy for verbal and physical aggression. If you feel heated or upset about Airsoft, that would be the time to walk off the field, cool off, and bring any issues you have up to Field Staff.

5.3. Foul Language

Please keep your language to a PG13 rating at all times. We are cultivating a family-friendly environment, and need your help to do so.

5.4. Field Marshals

Field Marshals (also called Referees) are the supreme authority on the field. They are here to give players a fun, safe time. Please be respectful and comply with all requests from Marshals. Marshals must be informed of any gameplay problems and real world emergencies. If there is a rule infraction situation, Field Marshals may ask you for your name, call you out as dead, send you back to respawn, OR sit you out for the game or the day depending on the infraction.

6. Field Rules

6.1. No Mouse-Hole Firing

Small gaps in structures or between stacked containers are not to be fired through with barrel inserts. You must stand two feet away from the void you are shooting through. Mouse-holing ruins the fun!

6.2. No Fire Zones

The no fire zone is comprised of the parking lot, staging area, and Pro-Shop. All airsoft guns will have their magazines removed, chambers empty BEFORE entering the No Fire Zone. Before leaving the No Fire Zone and entering The Field, players must have all of their age-appropriate eye & face protection on. Players may not remove their eye & face protection on The Field, or they will be removed from gameplay.

6.3. No Downward Shooting (180 Degrees)

To avoid serious injury, players need to be at least at a 45 degree angle to fire down on top of other players.

6.4. Pyrotechnics (Smokes, Fragmentation)

We try to encourage field-only pyrotechnics, but you are allowed to bring your own TAGinn/Enola Gaye items. We have Enola Gaye, TAGinn, and Thunder B CO2 powered options in stock for both fragmentation and smoke options. All external pyrotechnics are subject to review before usage; please ask field staff when using non-standard or off-brand options.

Fragmentation grenades have the following effects:

  • 15ft kill radius from detonation point.
  • Please be nice and call grenade kills! Players spend good money for grenades. Don't be petty! Respawns are easy and free.

6.5. Launchers

We try to encourage the use of launchers at our field for more immersive gameplay. Launchers such as the TAG-ML36 Grenade Launcher, Umarex Elite Force VFC M4 MAAWS Launcher, or ARES M320 40mm Airsoft Grenade Launcher are fun additions to any game. We do however have limitations on what can be targeted with these devices.

Launchers can be used in the following manners:

  • 20ft kill radius from detonation point.
  • Destroy buildings/structures.
  • Destroy/disable any field-operated technicals/vehicles.

6.6. Boundaries

All boundaries are clearly marked with yellow caution tape. Do not cross outside of or shoot through the yellow caution tape. There are large two-story white houses neighboring the property. Stay 50 feet away from these property lines at all times. Do not go past the land berm near the creek, as it does have a steep drop off into the creek and water hazards.

6.7. Field Buildings, Obstacles, Props

There are some structures on the field, some of them two stories. Do not treat the field like a parkour course; be smart so as to not injure yourself or someone else. Do not climb buildings, try to rappel off of the second floor, etc. There are also many props, vehicles, & lights on the field. Do not break, move, or shoot any of the aforementioned objects, unless specifically told it is in play for a specific game.

6.8. Blind Man — Real Life Situation

If there is a serious situation (Life, Limb, or Eye Threatening), the call to stop gameplay is BLIND MAN. After hearing BLIND MAN, stop playing Airsoft, echo the BLIND MAN call, and wait where you are for The Field Staff to assess & handle the situation. Unless you have professional medical training, PLEASE stay where you are for any Blind Man situations. After BLIND MAN has been called, gameplay will resume with a "GAME ON" call.

6.9. Wildlife

There is wildlife on The Field, including turtles, squirrels, & snakes. Do not interact with the wildlife. If you see wildlife in a populated area, call for a marshal.

6.10. Lost & Found

We heavily recommend that all players label their items. If you lose something, all lost items are turned into the checkout counter, which has a Lost & Found box. If you find something that does not belong to you, please turn it in to a Field Marshal or the staff at the checkout counter.

7. Engagement, Hits & Medics

7.1. Hit Calling

Airsoft is an honor sport; the game hinges on the integrity of the players. A hit ANYWHERE to the body or gear of a player counts as a hit. Ricochets do not count, nor do gun hits, or friendly fire. WHEN IN DOUBT, CALL IT OUT. If you aren't sure whether the Hit was legitimate, call it out anyway. It is better to be cautious than not to call a legitimate Hit. When hit, a player should yell “HIT” as loud as possible, raise a dead rag (if available), and assume a nonthreatening position (take a knee, sit down, lie down).

Dead players may not talk, or communicate in any fashion with other players.

7.2. Dead Man Walking

If you are dead, but sitting in the middle of an active firefight, you may say "DEAD MAN WALKING" & move out of the way of that firefight until it is over. Once the firefight subsides, you may go back to where you were initially Hit.

7.3. Respawn

A respawn is a designated area that dead players can walk to, tap and come back to life. Players must go all the way to respawn. They cannot start on the way to respawn and stop for any reason before reaching their respawn point. Some game modes include medics.

7.4. Medics

For games involving medics, each player must have a field-supplied Coyote Tourniquet Kit. Players may also deploy a high-viz “dead rag” after they act out their hit if they so choose. Once hit, the player will stop where they are at, remove themselves out of the lane of fire if needed, and call out for a medic. Players have a 60 sec bleed out time where, once 60 secs have elapsed and they have not been “healed”, they may return to the respawn location and resume play. Players may wait as long as they wish over the 60 sec bleed out time hoping for a medic to get to them if they wish, so long as they wait at least 60 secs.

Medics will be marked with a medic band on one of their arms. To “heal” a player, the medic must stop, take the bandage out of the pocket the player has it in, and wrap the bandage around the player's arms or legs. The bandage may not be wrapped around a head or neck. Once the bandage is secured, the player may resume play.

7.5. Rules of Engagement

Try and aim for center mass when at all possible. No shooting in the back of heads. No shooting at referees or other staff. Blind firing is not allowed; weapons should always be shouldered and players should have the ability to aim down the sights when firing. Full auto fire is prohibited within 25 feet. Don't shoot through small holes or cracks (see mouse-holing rule above); if your head can fit through the opening, you can shoot through the opening. Please be aware of your firing window if you are shooting towards the houses that neighbor the field to the north near trenches.

7.6. “Bang” or “Surrender” Rules

Bang/surrender kills are not required, but are encouraged. Point blank shooting a person in a way to intentionally inflict pain is unsafe. Depending on the situation, this is grounds for removal from the field for the day. Sniper rifles and 40mm grenades CAN NOT bang/surrender kill a player.

If an enemy player is within your MED then it is your responsibility to move to ensure that you safely shoot the individual.

7.7. Barrel Tags / Melee Kills

Barrel Tags and Melee weapons are allowed but please do not excessively hit someone.

  • No real or hard plastic knives/swords/other weapons allowed.
  • Melee weapon must be a soft foam or similar material and must be approved by Referee/Field Marshal staff prior to play.
  • No bayonets. They are too likely to thrust and stab someone.
  • Any tap or touch from an enemy melee weapon counts as a “hit”.
  • In medic games, a player that is hit by a melee weapon is unable to be revived. They MUST wait the 60 sec bleed out time before returning to respawn.

8. Rockets & 40mm Grenades

Launcher gameplay can be a fun and engaging addition to field game modes. During certain events, vehicles are added to the field for missions. Rockets and launched grenades are essential components to stopping these machines.

8.1. Rockets

  • Acceptable rockets are the TAGIN rounds, chalk or pyro detonating.
  • Rockets must be fired from RPG, LAW, and AT4 type replicas.
  • Home-made rocket launchers are usually permissible with approval of the Coyote Field Staff; however, they must look like a reasonable copy of an actual launcher. Bring your homemade launchers to the AO the day of the event to demonstrate your launcher for approval. When in doubt, paint it OD green.

8.2. 40mm Grenades

  • Acceptable 40mm grenades are TAGs 40mm Grenades pyro or chalk or any 40mm airsoft BB shower grenade.
  • 40mm grenades may be fired from M79, M203, GP30, MGL and M320 type grenade launchers.

8.3. General Rules for Rockets and 40mm Grenades

  • Rockets & 40mm Grenades must be lobbed and should never be fired straight at participants or other targets.
  • Rockets & 40mm Grenades have a “kill” radius of 20’ from the point of impact. If detonated in a confined space, every participant in that enclosure is considered hit and “wounded”.
  • Participants behind no cover or soft cover (wooden structures, bushes, shrubs, grass, and small trees) are “wounded” and must follow “healing” procedures.
  • Participants behind solid cover (rocks, hills, IBC bunkers, vehicles and trees much larger than their body) with the cover between them and the point of impact of the rocket are considered alive.
  • Vehicles may be "taken out" by rockets or 40mm grenades (excluding BB showers) only. 1 rocket or 40mm grenade equals a kill on the vehicle, the driver, and the TC. All passengers are considered wounded and must follow “Wounded” rules. (Chalk and dummy "nerf" rounds work the same as pyro rounds on vehicles.)

Critical Safety Reminders

  • Eye Protection: ANSI Z87+ required. Under 18 must wear full eye and face protection.
  • Chrono Every Visit: Chronograph every day you play — including both days of a weekend.
  • No Fire Zone: Magazines out and chambers empty in parking, staging, and Pro-Shop.
  • Blind Man: Life/limb/eye emergencies — stop play, echo the call, wait for staff.
  • Zero Tolerance: Verbal or physical aggression is not allowed. Cool off and talk to staff.

9. Appendix — FPS Diagram

Chronograph reference chart. Energy is calculated from BB weight and velocity. Use this with Section 3 weapon-class joule limits when chronoing.

Max FPS for energy limits

≤ 1.49 J ≤ 1.64 J ≤ 2.09 J ≤ 2.81 J > 2.81 J

Full FPS × BB weight energy chart (Joules)