8025 128th Ave., Bristol, WI 53104
847-913-5216
In response to the ongoing COVID-19 outbreak,
and in accordance with Governor Evers' executive order, we will be closed until April 24th.
We will update everyone via our Facebook page as soon as we are able to reopen. Stay safe, and call your hits!
Rules and Waver

Before anyone can participate in Black Ops Airsoft, they must fill out our online waiver. Please make sure all information is filled out correctly (birthday and spelling of name) prior to paying admission. Click here to fill out our online waiver!

Black Ops Bristol Ruleset

  1. Basic Field Rules
    1. Age restriction is 12+ only for Saturdays & Sundays, 10+ on Fridays.
    2. Eye protection: 18+ are required to wear full seal ANSI Z87.1 rated goggles. 17 and under must have their full face covered. You can do this with a full face mask, or you can wear full seal Z87.1 rated goggles and some type of lower face protection such as a metal mesh lower, shemagh, balaclava, etc.
    3. Magazines/shells/clips cannot be in your gun in any safe zone, unless the weapon is holstered.
    4. Masks must stay ON YOUR FACE at all times on the field. Players caught taking their masks off while on the field will be asked to leave.

  2. Field Conduct
    1. Call your hits. Airsoft is based on the honor system, and cheaters are NOT tolerated at Black Ops. If you are caught cheating, you will be banned!
    2. If a player is suspected of cheating, call for a referee immediately.
    3. Do not continuously yell "call your hits," if you know that you have hit another player, call yourself out, and calmly explain this to them. That player must take the hit.
    4. Any form of physical altercation such as fighting or verbal abuse will not be tolerated. Any violators will be banned.
    5. Do not intentionally block or provide cover (body blocking) for teammates after being hit.
    6. Eliminated players are forbidden to communicate with those still playing. If you are caught talking to a living player while dead, the living within earshot will also become dead, and this will be counted as a death. This includes giving supplies (gas, bbs, guns, intel, etc.) to those that are still playing. Dead men don't talk!
    7. No blind fire. You must be able to look down the sights of your guns to shoot.
    8. No climbing buildings, vehicles, trees, or anything else!

  3. Hits
    1. Any hit to any part of the body counts as a kill.
    2. Gun hits do not count, unless it would go through the gun and hit you- guns are not hard cover!
    3. Ricochets do not count, unless it bounces off your gun at a shallow angle- side hits do not count.
    4. Rubber knife hits count as a kill (this includes being hit by an underhand tossed rubber knife).
    5. Friendly fire counts! If hit by a fellow teammate, then this is considered a kill.
    6. When two players engage each other in combat (whether at a distance or close quarters), and both players get hit, the first person hit is out. If there is a disagreement, both players are out regardless of who said "HIT".
    7. After a player is hit, they must put their hand up and either wait for a medic, or go back to their respawn point. Dead players must have their hand up, or red cloth on their head.

  4. Bang Kill/Minimum Engagement Distance (MED)
    1. You cannot shoot players within 10 feet. See Saturday for more information on this. This does exclude pistols and shotguns chronoed under 350fps.
    2. When within 10 feet, you must audibly say "bang kill" to kill an enemy player.
    3. Players can not "bang kill" more than once per second.
    4. If both players say "bang kill" at the same time, or there's a disagreement, both players are dead.
    5. In order to execute a "bang kill," the gun must be pointed at opponent at the time "bang kill" is said.
    6. LMGs have a 20 foot MED, and can not "bang kill." If you are within your MED, you must use a pistol/secondary.
    7. DMRs have a 50 foot MED, and can not "bang kill." If you are within your MED, you must use a pistol/secondary.
    8. Snipers have a 100 foot MED, and can not "bang kill." If you are within your MED, you must use a pistol/secondary.

  5. Grenades
    1. Only wire pull smoke grenades are allowed on the field (NO homemade smokes are permitted).
    2. Pyrotechnic grenades are permitted for use (this includes certain TAG grenades, Pea Grenades, etc.).
    3. Allowed TAG grenades include: Paladin (chalk), & Archangel (impact) rounds for anti-vehicle use. Reaper (Timer) rounds are allowed for building clearing, however, they are only allowed to be fired through doorways for safety reasons. If you are caught firing these projectiles outside of these parameters, you will be asked to leave!
    4. Thunder B's have a 15ft kill radius. If thrown into a building, everyone in the room is dead (must go through window or doorway, no throwing over the roof of the building).
    5. Single grenade launchers and six barrel launchers are permitted for use. If you choose to carry the 6 shooter grenade launcher, you cannot carry your rifle with you, a pistol or shotgun is the only weapon you may carry while you use the 6 shooter. One shot with a grenade clears any room no matter how big (grenade launchers are the only weapons you can blind fire with on the field.) As long as a majority of "shower shell" bbs go into a room, that is considered a cleared room.
    6. Rockets shot at the outside of buildings count as a kill for anyone behind the wall. If shot inside the building, anyone inside the impacted room, and all rooms connected to it, all players are considered dead.
    7. Claymores kill by bb hit only.

  6. Medic Rule
    1. Each person may carry up to two 2 feet long (minimum required length) bandages. This allows you to be bandaged twice on the field, acting as an on-field respawn.
    2. Wounded players waiting for a medic CANNOT MOVE without aid. Live players may place a hand on a wounded player's shoulder and walk with them, which will be considered a drag. Live players' hand must remain on wounded players' shoulder in order to move.
    3. Wounded players CANNOT TALK, besides calling out for a medic's aid.
    4. Medics must wrap the bandages around the player's arm (MilSim West Tourniquets are allowed for use).
    5. Medics cannot medic themselves. Medics can only be bandaged by another medic.
    6. Medics will only be assigned by the Commanding Officer at your Starting Base, or the Admin at the beginning of the game.
    7. Once a player has been bandaged twice, they can return to their Starting Base and respawn instantly, or report to an FOB that is controlled by their team and remain there for 3 minutes before respawning.
    8. Medics will have white tape on their right arm, or the front & back of their gear.

  7. Searching Players
    1. Live players may approach wounded players from the opposing team and search them for intel.
    2. To initiate a search, the enemy player puts their hand on the wounded player, lowers their weapon, looks at the player, and says, "I am searching you." At that moment, the wounded player must relinquish any intel items they have in their possession at the time of the search.
    3. You MAY NOT take any of the dead person's items. You MAY NOT touch or take any of their personal items. ONLY INTEL may be exchanged.

  8. FOB Rules
    1. Forward operating bases can be captured by either team. The team's flag must be raised in order for that team to spawn at the base.
    2. Dead players must wait 1 minute at FOB before being spawned back into the game. You still must complete your bleed out time at the location where you were shot.
    3. Spawning at an FOB allows dead/wounded players to remove all previous bandages and put them back into their pouches.
    4. IF YOU ARE SHOT WHILE YOU ARE INSIDE THE FOB: You must LEAVE THE FOB IMMEDIATELY AND RETURN TO YOUR BASE TO RESPAWN. There is NO BLEED OUT. Immediately leave the FOB and go to base, or move away from the FOB so you are not in the way of other players.

  9. Vehicles
    1. Vehicles will only be operated by BOA staff.
    2. Vehicles will not exceed 10 miles per hour.
    3. Players are not allowed to exit or enter ANY moving vehicle.
    4. Players must remain 10ft from any moving vehicle.
    5. Players in ghillie suits WILL NEVER lie near vehicle roads, trails, or in the driving path of any vehicle.
    6. Vehicles out of use will flash hazard lights or display dead rag
    7. Disabling a Vehicle:
      1. In order to disable a vehicle, a 40mm grenade/frag must be shot/thrown at the vehicle.
      2. After being disabled, the vehicle must "burn down" for one minute, after which all players within are considered dead. After the burn down timer, the vehicle must return to base, where it will be "repaired" for 10 minutes.
      3. Rockets immediately destroy the impacted vehicle, and kill all occupants inside.

  10. Ballistic Shields
    1. Shields must be realistically weighted and sized, ie 18"x36" and 26 pounds.
    2. Shield carriers are only allowed to use pistols when carrying the shield, no Rifle/SMG/PDW is allowed to be carried while the shield is in use. This includes SMGs/PDWs e.g the mp5k, mp7, or kmp9 with the stock removed.
    3. The shield can not be passed off to other players in the event of the shield carrier being hit.
    4. Ballistic shields are not allowed to cover parts of a window, the shield must cover the entire window.

  11. Friday (Full-Auto Friday)
    1. Camo Restrictions
      1. NO BRIGHT COLORS, NO EXCEPTIONS( IE Neon yellow, orange, and Red).
      2. If your camo is considered "mixed," you are required to wear two sweat bands on your wrists that correlate to your team's color.
    2. Chrono Restrictions
      1. AEG, Bolt Action, Etc
    3. No engagement distance with pistols or shotguns that shoot under 1.13J chronoed with .32g bbs.
    4. Pistols that are capable of full auto (g18, m93, etc.) have a 20 foot engagement distance when in set to full auto.
    5. 10 ft. engagement distance with AEG and Gas Rifles chronoed at 1.49J with .032g bbs. SEMI ONLY.
    6. 20 ft engagement distance with AEG and Gas Rifles chronoed at 1.49J with .32g bbs. ON FULL AUTO/ BURST SETTINGS 26 RPS MAX.
    7. 20 ft engagement distance with LMG chronoed at 1.49J with .32g bbs. 26 RPS MAX.
    8. 50 ft engagement distance with DMR chronoed at 1.87J with .32g bbs. Must be LOCKED in semi. No full auto option on gun.
    9. 100 ft engagement distance with Bolt Action Sniper rifles chronoed at 2.31J with .32g bbs.
      1. HPA
    10. 10 ft engagement distance with HPA rifles chronoed at 1.42J with .32g bbs. SEMI ONL
    11. 20 ft engagement distance with HPA rifles chronoed at 1.42J with .32g bbs. ON FULL AUTO/ BURST SETTINGS
    12. 20 ft engagement distance with HPA LMG chronoed at 1.42J with .32g bbs. 30 RPS max.
    13. 50 ft engagement distance with HPA DMR chronoed at 1.78 J with .32g bbs. Must be LOCKED in semi. No full auto option on gun..
    14. 100 ft engagement distance with HPA Sniper chronoed at 2.28 J with .32g bbs.

  12. Saturday (Sim-Saturday during the months of May through October)
    1. Camo Restrictions – Green(dark colors/shades) vs. Tan (light colors/shades)
      1. Green Team: Woodland, Woodland Digital, AOR2, Atacs FG, Multicam Tropic, Ranger Green, OD Green, Green Flight Suit, Flecktarn, Black, German Bundeswehr, Canadian Disruptive Pattern, Camouflage Europe Centrale, Australian Defense Force Disruptive Pattern Camouflage, United Kingdom Disruptive Pattern Material,Erbsenmuster, ERDL (M1948), Flächentarnmuster, Black, Multicam Black, Subdued Urban Digital, Kryptek Typhon, ANY green dominated camo patterns, ANY dark or dark dominated camo patterns or colors.
      2. Tan Team: Multicam, AOR1, Desert Digital, Atacs AU, DCU, Khaki, Sand, Multicam Arid, Kryptek Nomad, Tan Flight Suit, Desert Marpat, ACU, Desert Camouflage Pattern (three-color),Desert Camouflage Pattern (six-color),Desert Night Camouflage, ANY light gray, ANY light/arid/faded shades of green, ANY light/arid/faded shades of brown, ANY light/arid/faded camo patterns or colors in general.
    2. Black Ops Airsoft reserves the right to decide on team placement in cases where camo or kit not listed or if your camo is considered "mixed," you will be required to wear two sweatbands on your wrists that correlate to your team's color.
      1. NO BRIGHT COLORS, NO EXCEPTIONS. (IE Neon yellow, orange, and Red).
      2. Do not mix the base colors of your tops and bottoms (IE Woodland Pants with Tan Top), your base must be the same team base color.
      3. If a player is wearing Multicam or Project Honor as their base camo pattern, they must wear either multicam or tan gear. No black/green gear is allowed over those base camo patterns.
    3. Chrono Restrictions
      1. AEG, Bolt Action, Etc
    4. No engagement distance with pistols or shotguns that shoot under 1.13J chronoed with .32g bbs.
    5. 10 ft. engagement distance with AEG and Gas Rifles chronoed at 1.49J with .032g bbs. SEMI ONLY.
    6. 20 ft engagement distance with LMG chronoed at 1.49J with .32g bbs. 26 RPS MAX.
    7. 50 ft engagement distance with DMR chronoed at 1.87J with .32g bbs. Must be LOCKED in semi. No full auto option on gun.
    8. 100 ft engagement distance with Bolt Action Sniper rifles chronoed at 2.31J with .32g bbs.
      1. HPA
    9. No engagement distance with HPA Rifles/SMGs chronoed at 1.42J with .32g bbs. SEMI ONLY.
    10. 20 ft engagement distance with HPA LMG chronoed at 1.42J with .32g bbs. 26 RPS max.
    11. 50 ft engagement distance with HPA DMR chronoed at 1.78 J with .32g bbs. Must be LOCKED in semi. No full auto option on gun.
    12. 100 ft engagement distance with HPA Sniper chronoed at 2.28 J with .32g bbs.

  13. Sunday
    1. Camo Restrictions
      1. NO BRIGHT COLORS, NO EXCEPTIONS (IE Neon yellow, orange, and Red).
      2. If your camo is considered mixed, you are required to wear two sweat bands on your wrists that correlate to your team's color.
    2. FPS Restrictions
      Chrono Restrictions
      1. AEG, Bolt Action, etc.
    3. No engagement distance with pistols or shotguns that shoot under 1.13J chronoed with .32g bbs.
    4. 10 ft. engagement distance with AEG and Gas Rifles chronoed at 1.49J with .032g bbs. SEMI ONLY.
    5. 20 ft engagement distance with LMG chronoed at 1.49J with .32g bbs. 26 RPS MAX.
    6. 50 ft engagement distance with DMR chronoed at 1.87J with .32g bbs. Must be LOCKED in semi. No full auto option on gun.
    7. 100 ft engagement distance with Bolt Action Sniper rifles chronoed at 2.31J with .32g bbs.
      1. HPA
    8. 10 ft engagement distance with HPA Rifles/SMGs chronoed at 1.42J with .32g bbs. SEMI ONLY.
    9. 20 ft engagement distance with HPA LMG chronoed at 1.42J with .32g bbs. 26 RPS max.
    10. 50 ft engagement distance with HPA DMR chronoed at 1.78 J with .32g bbs. Must be LOCKED in semi. No full auto option on gun.
    11. 100 ft engagement distance with HPA Sniper chronoed at 2.28 J with .32g bbs.
Black Ops Airsoft |
8025 128th Ave., Bristol, WI 53104
| 847-913-5216