Game rules and faction information

Safety and general rules 

 1 - Eye protection in the form of full seal shatter resistant eye cover is required at all times in the play area. If for any reason you need to remove your eye protection please leave the play area to do so.

2 - FPS limits and shooting restrictions will apply as per site rules. If the site does not have a site does not have set rules then we will fallback on the standard 400 fps for standard arms at normal ranges, 450 fps for longer range, 500 fps for max range sniper. We will post the FPS limits on the event page as needed and if they do not fall into the above limits.

3 - No blind firing.

4 - For a real world injury the call is "Blind Man.'" If someone yells "Blind Man" then all play must stop. Administrators and medical personal are the only ones who should respond to someone calling "Blind Man." Unless you're a direct family member of the person who is hurt.

5 - No real weapons

6 - No fighting or violence. If this happens you will be asked to leave the game and possible be banned from all future games. Lets act like adults and remember that this is ONLY a game.

7 - No stealing. Theft of property will mean the removal from the game and banned from all future games.

8 - No BB guns

9 - Clean up after yourself; don't leave any trash behind. Either pack it away, dump it in any on site trash bins, if available. Or take a bag with you to dump your trash into.

10 - Safety kill will be in effect. Please give and take safety kills. Safety kill rules are listed below. 

11 - Smoke bombs, where they are allowed, can be either pull type or lighting type. You must make sure that the lit flame has died down into the smoke bomb before throwing it. The only colors not allowed will be red or pink.

12 - Engagement distances should be observed for safety reasons. Do not shoot someone, even with lower FPS guns, at a distance of 10 feet or closer. At those ranges all fighting should be done in melee form. 

13 - All game rules are subject to the site rules.

14 - No alcohol will be allowed on site at any time during the event. Guns, even airsoft guns, and alcohol don't mix.


Game play rules:

1 - Quests - Each faction will be given a set of mission goals at the start of the game. Quests will include simple quests like finding items. They will also included more challenging ones such as kidnapping, or capturing territory. Extra quests might also be adding during play by Admins or certain players on the field. The missions also play into the story line. Future games will be based off of what happens during the ones before, thus altering and changing the story line as it goes based on your actions.

2- Looting - When you are hit and "killed" you must remain where you are for THREE MINUTES. This not only allows for the game play to flow more naturally and change course before you have a chance to rejoin. It also allows you to be looted by your fellow players. To loot a dead player tell them that you want to loot them. The player should willingly give up the items that can be looted, if they have any.  The looter is not allowed to go searching around or grabbing into any players personal gear or clothing to find loot unless agreed to by the "dead" player.  The "dead' player will give the items to the looter themselves. ONLY IN GAME ITEMS CAN BE LOOTED, NO PERSONAL PROPERTY. Items that can be looted are provided by the game in the form of caps, supplies, faux food, tech, or mission / goal items.

3- Ammunition limits - There will be ammunition limits in play during all games unless otherwise noted. Limits are listed below. The purpose of the limits is to make game play more difficult and keep everyone from just constantly shooting each other. Most games will have small stashes of ammo hidden throughout the site for you to find during play. Ammunition that we provide will be in .20, .25, or .28 weights. You can "purchase" more ammunition during game play from people playing as Traders by using in game caps found on site, or barter with items found. But even their stock of ammunition to sell will be limited, so word to the wise, don't waste you ammunition. If you have a gun not listed below, let us know.

A - Starting ammo will be 30 - 40 rounds to start with depending on the game. Multi shot / Tri-shot shotguns will be given 20 more rounds at the start of the game, for the shotgun only.

B - Grenades, Rocket Launchers, and Grenade Launchers - A maximum of FOUR projectiles or shells for the entire game play. All grenade or rocket launcher projectiles that use fragmentation style designs can be pre-loaded before the event as this is consider part of the devices function. Gas "fragmentation" grenades can be refilled up to three times at the Trader  or in front of an Admin only.

C - Artillery / Mortars - Ask for ammunition limits

D - Mini Nukes - Only one per player per event and there will be a limit of the number of overall Mini Nukes are allowed overall per each event. Before bringing one let us know so we can keep count and stop after allowing a set number so that we're not overloaded with Mini Nukes on every player. The Nuke may be used once per day. 

Ammo limits may change depending on the game. Sometimes it may be higher depending on certain situations. We will be providing the ammunition to each player to make sure that it is fair and limit cheating; unless otherwise noted. If you have a gun that requires special ammo, contact us before hand to explain the process for that. 

4- Armor Rules - Armor will be in effect during game play. This means that if you are wearing armor it will offer you some form of protection from being "killed" outright. You will be marked at the start of play to signify the number of hits that your armor allows. Each player will be marked during registration as to their armor class to clear up any confusion.The rules are as follows:

A - Light armor: Any limb, shoulder, chest, or head armor will give the player TWO HITS before they are "dead." Any leather, tire, or license plate armor worn on any part of, or amount of it on the body is also considered to be Light Armor. 

B - Medium Armor: Any chest armor consisting of real metal (except for license plates), costume foam 1/4 inch thick or plastic (example: Football pads), made to look like metal, or kevlar vests (actual kevlar, and not a copy of one) IN COMBINATION with a helmet, limb, or shoulder armor will grant the player THREE HITS before being "dead." Chest plate on its own will no longer count for three hits but the player must have at least one other form of armor on them for it to count for three.

C - Power Armor: Must cover 75-80% of the body and made to look like a Power Armor set from any of the game series. There must be three weak points on the armor, approximately 3x3 inches in size on the torso, with one on the front, two on the back. The weak points should be holes where bbs can pass through and hit the wearer underneath. These can be covered with paper to blend or uncovered totally. This can be substituted with electronic pressure plates of the same size, or in a pinch to keep the costumes looks, three small balloons that are able to be popped with a standard airsoft gun of around 300 fps or higher. Power Armor is immune to all arms fire unless it is struck in their weak points, which kill the player instantly. Power Armor is also immune to all melee unless struck in these weak points. Power Armor is not immune to explosives, mines, or fire weapons of any type.

** We will limit the amount of Power Armor per each event based on the number of people who are attending. Contact us before bringing Power Armor with the intent to use it. You can still wear partial Power Armor in case you are unable to use an entire suit, and it will count as another armor class and will fall into those armor class rules.*** 

D - Ammo vests and standard molle vests  ARE NOT considered armor of any type. Meaning players wearing these may take only ONE hit before being "dead"

*** All home made armor must be safe not only for you to wear but safe from using materials that could harm other players. Any metal nails, screws, spikes, etc, that have pointed tips need to be covered with some kind of cover to prevent sticking or cutting other players. A good tip cover are knitting needle protectors ***

5- Weapons rules - Weapons rules will cover the types of weapons allowed which are as follows:

A - Airsoft weapons: Any rifle, pistol, shotgun, rocket launcher, flamethrower, squad support weapons, machine gun, or other airsoft guns, based on real guns or fantasy models, will be allowed. All airsoft guns will be fired in semi-auto mode only during play EXCEPT for squad support weapons like a SAW, RPK, or the like. An AK 47 or M4 with a drum magazine DOES NOT count as a full auto weapon.

B - Melee weapons: All melee weapons must be made of rubber, plastic, or foam; no metal weapons are allowed. Do not get physical, touch kills only. Just a note on foam weapons, depending on their construction they may get damaged if shot. No throwing of melee weapons is allowed. To "kill" a player with a melee weapon you must touch them or tap them with it. Do not beat players with melee weapons unless they are considered "LARP safe" and even then only use light force, enough just to hit the person for them to feel it.

C - Grenades / Grenade launchers: All style of airsoft grenades are acceptable. Thunder B type noise grenades or Tornado / Cyclone type of shrapnel grenades. As long as it functions as it should. Sound grenade kills have a ten foot radius unless you're behind hard cover. Hard cover does not mean your buddy or a tree limb. Hard cover is behind a car, wall, or other such hard surface that covers your body entirely from the grenade blast area. For shrapnel grenades you are out if you're hit by BB shrapnel. Even if you are wearing armor if you're within the explosive radius of the grenade you're out.

D -Rocket launchers / Mortars / Artillery:  Shrapnel rocket launcher shells are the same as shrapnel grenades. If you're hit by a round from the shell you're out. Solid projectiles from a rocket launcher / mortar / artillery have a fifteen foot kill radius outside; again unless you're behind hard cover. Any rocket launcher / mortar / artillery solid projectile that enters a room, everyone in said room is "dead." If they hit a small structure or building anyone inside is also "dead." The same rule applies as for grenades; a hit by a solid projectile from either of these weapons, even if you have on armor, is an instant kill.

E - Flamethrowers - Flamethrowers cannot be used as automatic weapons. They are only allowed to be fired in short bursts. These are instant kills, including with armor.

F - Landmines - These are a kill for any person unlucky enough to step on one, regardless of armor worn. Landmines can be any compressed air, gas, or BB projecting. Gunpowder or fireworks of any kind cannot be used for mines for safety reasons. They cannot actually explode, send non BB shrapnel, or be a hazard to any players on the field at all. Shrapnel mines must use only BBs and travel at low FPS speeds to hit a target within a short distance. BB projecting mines do not have a kill radius but only kill any person or persons that they physically hit with an airsoft BB.

G - Molotov Cocktails - These must function as planned or else they don't count. The kill radius will be the same as grenades, ten feet from the point of impact.

H - Mini Nukes - These will have the same kill radius as a rocket, fifteen feet. A Mini Nuke may only be used once per day. It may be fired from a device or held by the attacker in a suicide attack. They MUST look like Mini Nukes to be allowed. Not a plain foam football or the like but an actual professional or homemade reproduction of a Mini Nuke that looks like the actual item.

** Kill radius is the amount of feet in all directions from where the explosive landed or was set off **

6 - Weapon limits - There are no limits as to the number of ranged weapons that a player may bring or carry BUT you will not be granted extra ammunition per each weapon. Regardless is you bring 2 or 10 ranged weapons you will be given the same amount of starting ammo as every other player.  

7 - Radiation areas - These areas cannot be entered by players except by ghouls or mutants unless a player goes all out with a radiation suit. Then more power to you. The other way to enter a Radiation area is to have a Radaway packet on you or Rad-X. The Radaway or Rad-X MUST BE on your physical person to enter. After entering you must leave the Radaway / Rad-X at the entrance to the radiation area, as it is now considered used and out of play. Using Radaway / Rad-X will afford you one minute of time inside of the radiation area per each one that you have. 

8 - Respawn - Once a player has waited for THREE MINUTES  after being hit then they may return to their respawn / restart site to reenter the game play. The respawn / restart sites will be dictated by the faction in which you belong. You will need to return to that exact spot before returning to play again.

*Note on respawn* - If you are carrying a quest item when you are killed you must leave said item where you were hit and not take it back to your respawn point. This allows other players, your team, or the other team, to pick up said item. 

9 - Shields / Riot Shields - To keep with the spirit of the Fallout game series shields will be allowed to be used, but by melee weapons players ONLY. It will also allow the chance for melee weapon only players to get in closer against an enemy armed with a gun. Riot shields ARE NOT considered hardcover against explosives of any type. They will only be protection against firearms and other melee weapons. Riot shields also cannot be used as weapons. You also cannot carry a firearm while using one.

10 - Trading - You can trade any in game items with any Trader or player at will, including the enemy. These items can be found on site and will include stuff such as reproduced items in the video game series, old clothing, old electronics, faux food, etc. These can be "sold" or traded to the Trader or any other player in exchange for caps or other items. The value of each item will be based by what the buyer wants to pay, how much they like you, and how well you are at convincing them.

11 - Ghouls (feral or intelligent) - Ghouls must look and play the part, and have advantages, and disadvantages. Both types of Ghouls have full access to any radiation areas. Feral Ghouls cannot carry weapons, but can only be killed with melee weapons and not firearms. Intelligent Ghouls can carry weapons, but are subject to the same rules for being killed as human players. Some players may not be too friendly to either type of Ghoul. 

12 - Feral Ghoul kills (if any are in game) - Feral Ghouls, lacking weapons, must use their own hands to kill a player. To do this they must simply touch a player. This is an instant kill on the attacked player even if they're wearing armor. Fun thing to play if you like to skulk around and hide in dark areas waiting to pounce. 

13 - Capturing prisoners - The same as looting without killing except you take the player, not the loot back to your own faction to be questioned or held. Some missions may also include for you to kidnap a certain person. Once you are finished with your questioning you can release your prisoners out of your area or "killing" the prisoner and forcing them to return to their respawn.

14 - In game items - Any in game items found or used must be returned at the end of the game, with the exception of ammo in your magazines. All quest items that you have found during play should be collected in one location at your spawn area. Fair warning, these items are still up for grabs if the other team is able to capture them until the end of the game is called. 

*** All of our containers and large items will be marked with "FKC" in several locations. So as not to confuse you with any onsite items that may be at the location. Most of our quest items will also be painted a light purple along with "FKC" painted on them. Some items will be marked "Not in play. Do not move" on or around them. These items are not game items to be used for any purpose, and are meant to stay in a stationary location. ***

15 - Caps - Bottle caps are in game items found on site. DO NOT bring your own caps unless they are used for decoration purposes. You can trade these for ammunition, services, or supplies. Please return any caps that you haven't used in game at the end so we can continue to use them for future games.

16 - Perks - Before the start of play each player will be allowed to choose one Perk during registration. There will be a few to choose from and each one will give you a leg up in one area of play to start. The Perks are:

A: Gunner - Receive extra ammo at the start of play

 B: Doctor - Receive extra Stimpacks at the start of play

C: Banker - Receive caps at the start of play

17 - Stimpacks - Stimpacks may be used ONLY once. They will allow you to revive ONCE after being "killed" without having to return to your spawn location. Thus restoring your allowed hit points (for airsoft players, think Medic Rule). They must be used directly after being "killed" or they cannot be used at all. As in you cannot sit there for a minute or two, then use it to kill your opponent as they come closer. That will be considered cheating and the other player is allowed to ignore the hits that you give them. Each player will be given one at the start of play and more can be purchased at the Traders. You may also use your pack on another player if you desire. 

18 - Slaves - The capturing and selling of slaves is allowed by our Paseos team, Raider, Tribal, or Slaver NPCs in order to "sell" them for caps or goods to the Trader. Sometimes slaving might be part of a required quest for a team to complete. If you convince them to give up without a fight or get close enough to physically touch them then you have captured them. The captured person will then be fitted with a slave collar or chains as a sign that they have been taken. The captured person cannot be looted except for quest items and the people who have captured them may sell that person to a Trader. The price for slaves will be worked out between the seller and the buyer. So work that "charisma" and try to up-sell the slaves worth. After being sold the captured person may return to their spawn point at their leisure and restart play from there as if they had been killed. A player may only be captured twice during play for the purpose of slave trading unless they agree otherwise. Players captured as slaves CANNOT attack their captors, or kill themselves. They hold onto their weapons only to keep hold of their personal property but in game they are technically disarmed. 

*** Other times, when noted, a dummy will be used as the target to capture and sell into slavery. The dummy will eventually be returned to play in a different location for the same purpose. ***

20 - Truce - You may set up a truce with any team(s) that you like and are willing to have a truce. The truce will have a time limit of ten minutes, in order to give you time to work out differences, make deals, or exchange items. The truce is not to be considered a safe time and ALL eye protection MUST still be worn during a truce. 

21 - Picking Locks - Some cases might be locked and are not allowed to be opened without having a box of bobby pins on you, or the key for that lock. To unlock them you will have to either locate the key or if you have a box of bobby pins, bring the locked box to the Trader or one of the admins who has the key to open it for you. A locked container will be exactly that, locked with an external pad lock. You may also bring it to the main Trader to have it unlocked for a price. 

22 - Safety kills - Safety kills are for every players well being and safety and will be MELEE ONLY. Meaning that you cannot shoot another player at close range, roughly 10 feet or under, due to the chance of actually harming them. Unlike standard airsoft games we will not allow safety kills with guns. We have had too many violations of both safety and ammo rules. Safety kills are to be melee only kills. Accidental close range hits should avoided as much as possible. 

23 - Hit taking - With armor rules most players will not die with a single hit to the body. We ask that every time that a player is hit with a round to call out "Hit" or count the number of hits taken up to the amount of protection offered by the armor. Example: if you are wearing medium armor count "One... Two... Three" or backwards from three to one. This will allow the other players to know that they are hitting you and that you are acknowledging your hits. Once you reach your max number of hits allowed based on your armor class yell "Dead" so that they know you are out of action.  

24 - Bounty Hunting - Players may place a bounty on any other players head during play, for whatever slight, or random reason that they desire. The price for "killing" another player will be agreed on between the player placing the bounty and the person(s) agreeing to seek out said bounty. Also, deciding on proof of "death" will also be decided between those parties. Players may leave the funds with the Trader to hand out if the bounty is completed, and the Trader may set up their own bounties against players. 

25 - Super Mutants - They are a class of their own, being larger, stronger, and tougher than humans or Ghouls. With this in mind they are allowed an advantage of being able to take THREE hits, compared to the human or Ghoul ONE, before being "killed." Three is their base number, meaning that they can add armor and get the additional allowed hits as per the armor class worn. Example: A mutant wearing medium armor is allowed to take five hits. Melee weapons rules and explosives rules apply same as human players. Melee kills on a Mutant must be torso hits only to count as a kill. This makes it slightly more difficult to kill them at close ranges. 

 

 

FACTIONS:

There will be different factions to play as a part of the game. It is up to the player to decide which faction group they would like to be apart of and we recommend putting together an outfit for the one you like the most, and a plain secondary outfit incase that faction isn't playing at one game, or is full and you will need to be placed onto another team. As it may not be the one you end up being assigned, depending on the needs of the game and how many have already chosen that group. We will try to place everyone where they would like to be. Each factions requirements will be listed below. If you have any questions regarding any of these please contact us. When putting together a kit use this as a reference guide to help create your outfit and items. Team colors will be noted for each group. If possible, either your torso or legs should have this color on it, or both; even if it's only a bandana. Arm bands will also be provided if required to help mark the players or to even out the teams if people do not show up.

If possible when wearing civilian clothing don't buy or use new looking items. The more worn, ratty, and dirty the better. Remember there is no Walmart anymore to buy new stuff in 2295.

The Republic (team color : Brown or Tan uniforms)

The Republic faction is made up of professional soldiers. Well equipped and trained these soldiers are good at what they do.

Clothing - Military uniforms or clothing in brown or tan. Players may also wear clothing based on the game series for these soldiers, as in full or partial military garb, in brown or tan.

Headgear - Brown military style helmets, berets, or civilian hats 

Armor - Brown military style armor or vests

Weapons - Unit Support guns, rifles, shotguns, pistols, grenades, mortars, and small melee weapons such as knives or bayonets


the paseos (team color : red)

A local band of well organized and trained raiders, slavers, drifters, and common criminals out to create an Empire of their own.

Clothing - Civilian clothing, military or police, or a mix of two or all three of those, Legion patterned outfits, or Vault suits, 

Headgear - None, hats, homemade helmets, old sports helmets, military or police helmets

Armor - None, homemade armor, general armor, or surplus armor

Weapons - Rifles, shotguns, pistols, melee, grenades, flamethrowers, or rocket launchers


the militia / Local Town police (team color: green)

The militia are local townspeople and farmers whom have taken up arms to protect themselves and their land. A semi trained military force, though they are part time soldiers they're still an effective fighting force in their efforts to defend what they have.

Clothing - Civilian clothing, military / police clothing, a mix of two or all three of those, or Vault suits

Headgear - None, hats, homemade helmets, sports helmets, military or police helmets.

Armor - None, homemade, surplus military or police armor

Weapons - Rifles, shotguns, pistols, melee, grenades, rocket launcher, or flamethrowers


Guards (Team Color: Blue armbands)

Guards will be a team that are used occasionally based on the game needs. They are "Mercs with a long term contract" hired to protect trading posts, trade goods, and trade routes. They fight purely for the money that the trade provides and supports their existence.  

Clothing - Civilian, military civilian mix 

Headgear: Any

Armor: Any

Weapons: Any


npcS  (team color: yellow armbands ** with the exception of Mercs**)

NPCs play a special role in the game. Their purpose is to throw a monkey wrench into the other factions and to help a faction they favor with information or supplies, or an extra body in combat. Some NPCs will at times be given quest items, information to share, or a possible quest for a team to complete. So ask them questions and keep a wary out out for them as well. They can be a semi official team member and also act purely independent of everyone but themselves, depending on the game being played. There are several different NPC player roles that might be seen in play

1 - Civilians - These NPCs can play militia civilians, raider civilians, minor traders like food vendors or the like, farmers, wanderers, or people that offer any kind of service for caps outside of our normal trader. They will be tied to the team which they choose, or if no team they will remain neutral.  Good for someone just starting out with little gear or wants to just play a simple role that can go in-depth with the role-play aspect, or maybe just wants to roam around and be caught up in the middle of everything.

Clothing - Civilian

Headgear - None, hats, helmets

Armor - None, homemade armor, surplus armor

Weapons - Rifles, shotguns, pistols, melee (allowed ONLY one ranged weapon as a basic civilian player, unlimited melee)


2 - Mutants - These represent former humans, mutated into strong, dumb creatures. Very territorial and mostly violent against anyone who is not a mutant. Though some have been known to be friendly and allies to humans. Some form of makeup or a mask would be needed to play this part. They have no team to side with, more of a harassing role for all sides, unless otherwise noted for that game. If you have an interest in playing this role contact us directly via email or the Facebook page. 

Clothing - Civilian

Headgear - None, homemade helmets, military or police helmets

Armor - None, homemade armor

Weapons - Rifles, machine guns, rocket launchers, flame throwers, pistols, shotguns, melee


3 - Feral Ghouls - Feral Ghouls are also mutated former humans but lack any ability to think anymore. They live simply to hunt and eat; hunt humans that is. Feral Ghouls are unarmed. Great for someone who wants to lurk around, hide in dark places, and scare the hell out of people. At least some makeup or a mask would be needed to play this part. They have no team to side with, more of a harassing role for all sides. If you have an interest in playing this role contact us directly via email or the Facebook page

Clothing - Civilian

Headgear - None, hats, surplus helmets

Armor - None, or military / police armor

Weapons - None


4 - CommonRaiders and Chem addicted Raiders - These raiders, unlike the Paseos, are unorganized. They work in small bands to attack whom ever they wish in order to steal what they have. Often high on chemical drugs they are extremely violent criminals.

Clothing - Civilian

Headgear - None, hats, homemade helmets, or sport helmets

Armor - None, homemade armor, military / police armor

Weapons - Rifles, shotguns, pistols, grenades, melee


5 - SHELTER DWELLERS 

Shelter Dwellers are descendants of families that took refuge in underground shelters for protection. Now they venture out for supplies or to explore.

They have no assigned team at the start of play but are free to choose a side to support. They aren't even tied to that faction but can switch at will as long as the other factions are willing to accept them. Though fair warning, if you choose a side it's not likely the other team or teams will trust you to let you switch over to them. 

Clothing - Blue coverall / jump suits preferred, with yellow trim and numbers. Lacking that just a blue suit of clothing will suffice for the time being until a full outfit can be put together.

Headgear - Any

Armor - Any

Weapons - Any


6 - Mercs (Color: Black) - Guns for hire, they only care about who is going to offer them the most goods or caps in exchange for  their fighting services. Teams can "buy" Mercs services for a set period of time negotiated between the Mercs and the teams themselves. Unattached to any team they can sell themselves at will to the highest bidder or the likely winner.

Clothing - Civilian, surplus military / police

Headgear - Any

Armor - Any

Weapons - Any


7 - The Brotherhood - A small team of highly trained soldiers who are part of a semi-secret society whose mission it is to collect pre-war tech for preservation. Mostly out only for themselves and their own interests

Clothing - Military (Brotherhood style)

Headgear - Helmets

Armor - Medium class or Power Armor

Weapons - Any


8 - Children of Atom - These religious figures and prophets of the A-bombs power. Usually peaceful, sometimes a little nutty, or downright crazy.

Clothing - Civilian or religious robes

Headgear - none, hats

Armor - none

Weapons - pistols, rifles, shotguns, melee 


9 - Church of the Arch Mother - A religious faction based out of the ruins of the St Louis Arch. Their goals are to spread the "Light of the Arch Mother" and wipe out the threat of mutants. Odd but usually peaceful to other humans. 

Clothing - Civilian or religious, white in color 

Headgear - Any

Armor - Any

Weapons - Any


Other items to consider for your gear:

Gas mask bags, bandoliers, airsoft /paintball body armor (some look like real police or military armor, less expensive and lighter), old sports gear like football shoulder pads and helmets, old boots, old clothing, worn out hats, old Communist military gear, surplus holsters, surplus ammo pouches, shoulder / carrier bags, gas masks (real or fake), license plates (for armor), old bags, etc, etc.... Let your imagination run when creating an outfit. Work to make it look like it would fit the game and have fun creating it.


For people whom have never played airsoft but come to us either through LARP or other places and you have an interest in purchasing a gun; we are here to help you. There are good and bad airsoft guns at there that vary in prices and we want to make sure you get the best of what you can afford. So, feel free to contact us and ask. We'll be honest and not push you to buy something since we're not a business trying to sell you anything. We'll provide as much information as we can on where to buy, what to look for, and if you cannot decide between a few different ones, we'll help you with that too by giving you the best advise that we can on them.


Contact:

E14NYSM@aol.com

or

https://www.facebook.com/FalloutKansasCityLarpandAirsoft/


BORREGO SPRINGS

Christmas Circle Park
700 Palm Canyon Dr & Borrego Springs Rd. 
Borrego Springs, California 92004

Fridays 7AM - 12PM November - June