0 Cart
Added to Cart
    You have items in your cart
    You have 1 item in your cart
    Check Out Continue Shopping


    Blood Lines: Vindicta

    Blood Lines: Vindicta

    Hosted by Hard Strike Milsim

    July 7 – July 8

    @ Center Mass Airsoft

    921 N 55th Street, Kansas City, Kansas 66102


    ALL Hard Strike Milsim events are BIO BBs ONLY!

    All players must check-in and sign a waiver. Players under 18 years of age MUST have parent or legal guardian ON SITE for events.

    All players must attend Safety Briefing prior to event.

    All players must wear full sealing ANSI Z87.1 rated goggles, glasses or paintball mask. Eye protection must be worn at all times while outside the staging area. 

    All players under 18 years of age must wear FULL face protection. All other players are encouraged to wear full face pro, but may opt not to do so at their own risk.

    NO safety glasses, shooting glasses, or MESH goggles. 

    Full seal goggles/glasses must form a seal around the lenses that fully contacts the skin and will not let a bb inside the seal.

    All players must have a red "Dead Rag" for daytime play, and a red glowstick/chemlight/strobe, or similar electric light for nighttime play. A player's dead rag/light MUST BE DISPLAYED IMMEDIATELY AFTER CALLING HIT

    Players must also have a personal flashlight or tactical light for night OP's, and this device may be hand carried or weapon mounted. 

    Night Vision devices and "eye safe" targeting lasers are allowed, but players caught purposely misusing laser devices will be expelled from the event.

    All weapons must be chrono checked prior to each event. Each player will be asked to fire a minimum of 3 rounds across the chrono. We will provide .30g ammo for chrono purposes, and players need to arrive at chrono check with their Eyepro, their weapon/weapons and an empty magazine.
    Each replica will be tagged by a staff member, and players must retain the chrono tag ON THE REPLICA for the duration of the event. All HPA replicas must have a Tournament Lock installed on the regulator after passing chrono. Any player found in game with their Tournament Lock disabled or removed will be expelled from the event. All replicas are subject to a MAXIMUM rate of fire at NO more than 40 rounds per second. 

    Only replicas that fire 6mm Airsoft ammo are allowed. MINIMUM WEIGHT FOR AMMO IS .20g

    Note: players may be asked to chronograph at any time during the day, including during play. Failure to comply will result in expulsion from the event.

    (These rules are subject to change based on venue, please refer to event specific postings for rule set)

    Failure to comply with MED will result in expulsion from the event with no refund.

    Pistols- all green gas, CO2, electric and springer pistols, maximum 1.15J, Zero MED. Sidearms that have a full auto option are allowed to use full auto at anytime.

    Shotguns-gas or springer, maximum 1.15J, Zero MED, full auto replicas are allowed

    Field Rifles-electric, gas, HPA, maximum 1.55J, Zero MED, SEMI AUTO ONLY

    SMG/PDW's-electric, gas, HPA, maximum 1.15J, Zero MED, can use full or semi auto at anytime. If a player's SMG/PWD chrono's above 1.15J, it will be tagged and treated as a Field Rifle, limited to semi only.

    SAW/LMG/HMG-electric, gas or HPA, maximum 1.88J, 50 foot MED, full auto allowed anytime, SO LONG AS THE 50' MED IS OBSERVED.

    DMR-electric, gas, HPA, maximum 1.88J, 50 foot MED, SEMI AUTO ONLY. For replicas to qualify as a DMR platform, they must have a minimum 16" barrel(not including muzzle devices) and a magnified optic installed. There is no restriction based on replica "caliber" or style. 

    SNIPER-bolt action replicas only, spring, gas or HPA, maximum 2.80J, 100 foot MED, snipers are NOT allowed to fire indoors, EXCEPT if shooting to the outside, such as thru a window or other opening. The muzzle of the rifle MUST break the plane of the opening the sniper is firing from.

    Players may carry 8 midcaps OR 2 hicap magazines, reloading is only allowed at the team’s FOB

    SAW gunners may carry 2 box/drum mags

    Players will be allowed to use only airsoft specific guns. No "BB Guns" or BB guns converted to use airsoft BB's or Metal BB's will be allowed. 

    No real steel firearms are allowed in the game by players, NO EXCEPTIONS. 

    Multi-tools are allowed, but must be retained in a sheath or dedicated device. 

    Any player caught with a restricted item in game shall be expelled from the event.

    While in the staging/safety areas, pistols must be holstered and all other weapons must have the magazine removed and the chamber cleared.

    There is to be no live fire anywhere within the staging/safety area/camping/parking areas-ONLY at the chronograph station. If players need to test fire their replicas, they may do so at the chrono station. 

    Failure to comply will result in expulsion from the event.

    All persons moving throughout the active game area need to have a waiver on file; this includes observers, photographers, and any additional non player personal.

    All players need to have an emergency contact/medical card filled out and on their person while in attendance to any event.

    Any gameplay rules violations during gameplay will result in point deductions for your faction, and public shaming of said player.

    Safety violations will not be tolerated. 

    Any player that violates Safety Rules is subject to expulsion from the event, with no refund.

    This call is for players that remove their Eyepro during the game, either on accident or on purpose.
    On the call of “blind man” players need to immediately remove the magazine for their weapon, clear the chamber and set the weapon on safe. Stand in your location and do not move until the “all clear” and "game on" is given FROM THE ADMIN. Only at that time may you reload your weapon and continue play. Players that attempt to improve their tactical positions or otherwise try to gain an advantage on the AO will receive penalty points that will be assessed to their faction. 

    Use the call "REAL WORLD" or “CORPSMAN” if you or another player is injured and requires immediate Admin/Medical attention. You will need to both vocally and via Comms make the "REAL WORLD" call with approximate location of the incident. Players must remain in place and allow medical personnel access to the injured player. As with the BLIND MAN call, players cannot use game stoppage for an injury to advance their positions or gain other tactical advantages. ONLY STAFF/MEDICAL PERSONNEL ARE PERMITTED TO RENDER FIRST AID OR ANY OTHER MEDICAL PROCEDURES, PLAYERS ARE STRICTLY PROHIBITED FROM ACTING AS REAL WORLD MEDICAL AID. 

    Uniform regulations exist to give an appearance of a cohesive unit and not give the appearance of a group of individuals. It is hoped that this will give a better overall experience to all players.

    Tan and Green teams must wear CAMOUFLAGE or SOLID color of their team color, matching top and bottom

    Tops should be a BDU/Combat Shirt type uniform top or similar.

    Bottoms must be pants or shorts

    "Tacti kilts" are allowed.

    Headgear color must be faction specific. 

    The “Black” team, Aurora Novum can wear anything, so long as it’s NOT GREEN OR TAN BASED SOLID/CAMO


    In the event of inclement weather uniform regulations are still in place and all worn items must still be faction specific in regards to color. 

    Gear color does not matter. You can wear any color gear you wish.

    Ghillie suit colors are not restricted, but players that opt for the use of Ghillie suits are subject to friendly fire and responsible for identifying faction affiliation if asked by another player.

    Red shirts may only be worn by HSM Staff. Players are bound to respect HSM staff, and any player that argues with, threatens, or otherwise instigates confrontation with our staff will be expelled from the event. 

    Players with a grievance are asked to contact HSM management via email or phone, and we will make every attempt to rectify any issues.

    Photographers or observers may wear any high visibility color other than red.

    Photographers/Observers must not look like combatants. No kits or gear or weapon replicas allowed. 

    Melee Weapons

    Players are allowed to "safety" or "Tap out" another player with rubber edged weapons. Use common sense, do not "swing for the fences" when using a melee weapon. Treat other players as you expect to be treated. 

    When a player is touched/tapped with the rubber edged weapon they are considered "hit". Players that are wearing "melee armor" must be tapped/touched twice to be killed.

    Player that have been "killed" by a melee weapon are allowed yell "hit" or "medic", and be revived as per the standard medic rules.

    HSM only allows approved purpose made rubber or foam training weapons. This can include swords, axes, knives, shields, and bows that fire a foam ball tipped arrow. 

    Each melee weapon must be inspected by HSM staff prior to use in game. 

    Players using melee weapons must make a sincere effort to NOT aim for another player's head or groin. Hits to those area's WILL NOT COUNT, and failure to observe safety protocol will result in expulsion from the event without a refund. 

    For the purposes of HSM events, melee shields are NOT "bullet proof" and if a player's melee shield is struck by a BB, then that is considered a "HIT" and the player is dead. 

    Shields may NOT be used as a weapon to strike other players, but only as defense from melee weapon attacks.

    (Certain events will not allow the use of these items. Please refer to event specific details prior to bringing these devices to an event)


    Grenades must simply detonate within 10 feet to eliminate a player when used outdoors. Any player within the confines of an indoor room that has a grenade deployed are ALL considered HIT.

    All player grenades must be thrown under arm, this is to prevent injury. This rule applies to smoke and all projectile emitting grenades.

    Any Pneumatic/Gas grenades that require CO2 or Green Gas/Propane are allowed.

    Nerf Type Rockets/Launchers are allowed for use against vehicles AND personnel. 

    All occupants inside a vehicle struck by rocket/grenade are considered dead, and must re-spawn with the dedicated vehicle spawn point.

    Overall Vehicle rules will vary based on venue, but players must observe a 10 foot safety distance from moving vehicles. Players may only enter/exit a transport vehicle IF THE VEHICLE IS FULLY STOPPED. 
    Players exiting or entering a vehicle are not to be fired upon UNTIL CLEAR OF THE 10 FOOT SAFETY DISTANCE.

    Ricochets from player thrown projectile emitting grenades are treated as fragmentation and will count as a hit.

    Thunder B's will be counted as a "grenade" when used as a suicide device with a lethal kill radius of 10feet (must detonate).

    Suicide vests have a lethal radius of 10 feet and are triggered by the player simply displaying the device.
    Any suicide device must be TRIGGERED prior to being shot or captured for search.

    No explosives, open flame or hot burning smoke will be allowed for fire hazard/safety reasons.

    TLSFX Pea grenades
    TLSFX Thermobaric grenades
    TLSFX Thunderflash grenades
    TAG R2BS Grenades
    TAG Archangles, Reaper, Peckers
    Enola Gaye EG67
    Enola Gaye Flash Grenade 1.0
    Enola Gaye Flash Grenade 3.0
    Enola Gaye MK5 Thunderflash
    Tornado type grenades

    Riot and Ballistic shields are not allowed.

    Please call your OWN hits! This is a game of honesty and honor.

    DO NOT CALL ANOTHER PLAYERS HITS. If you have issue with a player that is suspect of hit shrugging, bring that player to the attention of our Red Shirt Admin.

    Not calling your hits is cheating, and will not be tolerated. If a player is observed hit shrugging by our staff, violations will result in expulsion from the event and a points penalty for that player's faction.

    BB's that strike any part of a player's kit, uniform or other item attached to the player is considered a HIT. Ricochets from natural vegetation, structures or vehicles are not considered hits. BB strikes directly on a weapon that a player is USING are not considered hits.

    Dead players must display their RED dead rag(or approved nighttime device) IMMEDIATELY after calling their hit, and keep it displayed until they have been revived by a medic or re-spawned. 

    Dead players do not talk.

    Dead players do not shoot their guns.

    Dead players do not improve their position.

    Dead players do not use hand signals to indicate other players positions.


    Be smart, don't walk around with your weapon at the low ready and your dead rag obscured. You will be shot at. This has a tendency to upset most players and dishonorable the game.


    Electronic warfare-jamming or listening in the opposition's radio frequency is strictly prohibited.

    Covertly monitoring, through espionage or mis-representation, of opposition force planning to include briefings and electronic mediums is not allowed.

    Blind fire: Shooting around corners and not being able to see where your BBs are going is not allowed. 

    Devices that allow you to shoot around corners, such as weapon mounted cameras and mirrors are not permitted.

    Airsoft is about HONOR, failure to play in an honorable manner will result in expulsion from the event. 

    There will be no bullying, rough housing, foul language (used in malice), or physical/mental intimidation anywhere at anytime.

    Failure to follow these rules will result in expulsion from the event no refunds will be given.

    Captured or killed players may be searched by an enemy player.

    To initiate a search, a player may address the dead or captured player and will say "I am searching you". Do not attempt to physically restrain the dead/captured player without permission from said player.

    At that moment the dead or captured player must relinquish any intel items they have in their possession at the time of the search (intel, specific item, etc...)

    Players cannot be searched after they have bled out and moving to re-spawn.


    Bleed out time for all players "killed" is 5 minutes. Should a "killed" player fail to be medic'd inside the 5 minute bleed out, they must re-spawn. 

    When a player is hit, they must call out "HIT" as loudly as possible. At this point, the hit player can call for a medic, scream in agony or otherwise simulate their "dying pleas" 

    "I'M HIT", "MEDIC", "PLEASE HELP ME" etc are acceptable, 
    but players CANNOT say things such as "I am over here" or anything else that betrays their position OR the enemy position.

    Players are NOT allowed to call for medic via radio

    Each squad may have one assigned medic. 

    A medic will treat a fellow player by applying an ACE wrap bandage or simulated tourniquet. 

    A player may only be bandaged TWICE. The third time a player is hit after being medic'd, they must re-spawn. 

    Medic's CAN NOT re-use bandages from "dead" players.

    A medic may not treat himself; only another medic or squad leader can give them aid.

    Wounded players may be physically "dragged, carried, lifted, etc.." by a teammate to cover. 

    Simulated drags/carries are allowed.

    All Players must have an IFAK or other pouch their person that contains TWO (2) ace type bandages or simulated tourniquets for the medic to treat them with.

    Medics must WRAP the bandages around the players arm, they are NOT allowed to tie knots, use safety pins or have pre-made loops in which to tie the bandage onto a player.

    Bandages may be removed by the player while at the FOB or MASH point, but not while active on the AO.


    MASH points will be designated by team specific colored flags and may only be move by engineer class players OR faction command staff.

    MASH points be contested by enemy factions, and are able to be captured by changing the displayed flag.


    MASH points may be deployed INSIDE a structure, so long as the flag is visible from outside the structure.

    Once a player has "bled out" they must then re-spawn at their FOB.

    Players spawning at their FOB do not need to wait to re-enter the game.

    Players are encouraged to observe "combat effectiveness" with regard to their squads. Individual re-spawns are allowed, but not encouraged. Players that are unable to be revived with the bleed out time can "ghost" with their squad until the entire squad returns to their FOB. "Ghosted" players are allowed to move, but must observe ALL the rules applied to "killed" players, and cannot be used as human shields or for interference.

    *Squad leaders should be knowledgeable enough to understand when their squad is combat ineffective and re-spawn his/her entire squad -- if your squad is less than 70% combat effective, pull your entire squad back to re-spawn and then re-enter the game.

    Certain events will have these devices in play and are ONLY operated by staff. 

    These devices can be used as a means for "forces" to recon the battlefield gathering enemy troop movement and strength, and are obtainable by scoring "objective streaks"

    DO NOT SHOOT AT THESE DEVICES while in flight or on the ground.



    The whole point of what HSM strives for is SAFETY AND FUN. 
    Play smart, be honorable and remember to enjoy the game. 

    Thank you

    *These rules are subject to change during game play to adjust for any unseen circumstances*