Quick Details
4324 US 501 Conway,SC 29526
The Pirates (Tan) will be lead by Cody Benac. They will be battling it out against the Select JTF (Green) lead by Keaton “Keke” Spencer
Early-bird price is only $50 (Ends June 14, 2026)
Pre-reg price is $60 (Ends August 23, 2026 )
Day of price is $80
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Infidel TACSOP
The Goal of this TACSOP is to provide current and future participants with a collection of rules. Ohana PB reserves the right to change any of these rules and communicate them to our participants before or during the event to ensure the high quality and safety of our event is maintained. Event Specific Rules are located under their own headings at the end of this TACSOP.
Standing ROE Card
Treat all event participants with respect and dignity. Our events are designed around providing you with a fun experience.Blank fire is ABSOLUTELY not authorized.
Use of commercially produced smoke grenades, TAG’s grenades, and flash grenades is authorized for participant use based on fire safety conditions at the venue on the day of the event. Any other munitions MUST be pre-approved.
Always observe and recover any pyro you throw. Make sure you are throwing on a non-flammable surface. if a brush fire does start, you are the first one responsible for pulling a safety flag, stomping it out and dousing the source, and waiting at least ten minutes to check for smoldering embers. All brush
fires will be reported to Cadre. Remember, if you need more than 9 people to smother a brush fire, call a cease fire and withdraw to a safe distance.Participants are not authorized to bring or use any kind of pyrotechnics not classified as 1.4C for gaming use. Examples of authorized brands are Enola Gaye and TLSFX.
Homemade pyrotechnics are not allowed.
If a CEASE FIRE is called, please pass the command and deploy your dead rag.
Eye Protection must be worn at all times. NO exceptions! Eye protection will have an ANSI Z87+ or higher rating. Yell “Blind man” if the eye pro is lost. This may lead to a ceasefire in the area
Uniform Requirements/Guidelines
Examples of approved camouflage Patterns:
GREEN TAN 
● Tan-based camos included, Tan, MC, Chocolate Chip, Desert etc. This includes any head covering but does not include mask frames. Absolutely No Black!
● Green-based camos included, Woodland, OD, Green, etc. This includes any head covering but does not include mask frames. Absolutely No Black!
● Black will be for 3rd Faction only (if there is one), Solid Black only.
● Kit, plate carrier, belts, and pouches can be any color.
● Refs reserve the right to mark you with armbands if uniform colors arequestionable for your factionNo Red of any kind.
All uniforms must consist of matching tops and bottoms in the approved camouflage for your faction.
Cargo style shorts and/or t-shirts can be worn, but must meet matching uniform rules for your faction.NON-Negotiables
1. Whenever in doubt about how to act or behave in any situation not specifically mentioned within this TACSOP, always use your best judgment to keep within the spirit of the event.
2. Don’t “meta game” the event, go with the flow, and enjoy the experience.
3. Disrespect of the staff or other participants will not be tolerated! Participants found cheating or disrespecting the staff or other participants will be ejected from the event without a refund.
4. Participants who attempt to steal, cause bodily harm, or break any other laws will be handed over to the local law enforcement officials.Age Restrictions
We allow participants as young as 11 at our events. All participants under the age of 18 must have their waiver signed by their parents. Additionally, participants aged 11-12 must be accompanied by a parent or legal guardian who is registered to play at our events as well.Alcohol And Drugs
Black Ops events are alcohol and drug free. Regardless of any state laws regarding drug use, all narcotic and hallucinogenic drugs are banned.Eye Pro
Eye protection must be worn at all times. No Exceptions! Ohana PB will not be responsible for injuries caused by participants who remove their eye protection during the event.Eye protection must meet ANSI Z87.1-1989 standards and must fully cover your eye sockets from all angles of impact, FULLY SEALED!
If your eye pro is “on the border” of this standard, then err on the side of caution and don’t use them.
Ensure you have a backup pair just in case.Participants under the age of 18 must wear at a minimum a face mesh mask along with eye pro. No Exceptions!
Hearing protection is advised; you could be subjected to noises in excess of 120 dbs at any time during the event
Replica Restrictions
All HPA MUST have reg lock! Locks can be purchased at the pro shop.
FPS:
Rifleman (0-1.55 Joules)
Semi-Auto Only (No Binary)
Mid Cap Only: No MED
Ex: M4/M16, AK47, SCAR, G36, Masada, Sr47, Tavor, 416
Modified AR-15 with Scope and Bipod or AK47 does not Qualify for DMRPistols (0-1.55 Joules)
Semi-Auto only. No MEDDMR (1.55-2.0 Joules)
Semi-Auto Only (No Binary) (Semi-Locked)
Mid Cap Only
75ft MED
Must be a replica caliber higher than a 5.56 (Modified AR-15 with Scope and Bipod or AK47 does not qualify for DMR)
Magnified Scope Required
Example: .308 or Higher. Ex. SR25, AR10, M14.LMG (0-1.86 Joules)
Full Auto with ROF capped at 25 BBs/Second
50ft MED
(2) Box mags/drum mags can be carried
Light Machine Gun (LMG) that resembles a support weapon, utilizing a box mag/drum mag.
EX: Saws, M249s, RPKs, M60, Stoner, PKM, M240, G&G LMG, Krytac LMG (Modified M4/AK with Box mag does not qualify)Sniper (1.55-2.5 Joules)
Bolt Action or other accepted sniper rifle replica.
Mid Cap Only
100ft MED
Ex: Barrett .50 cal, .308 Bolt Action, Type 96, Dragunov, VSR10 etc.
Sidearm must be a pistol only.SMG/Shotgun (1.0 Joules)
Mid Cap Only
Must shoot no more than 25 rounds/sec if SMG or more than 6bbs per shot/pump if shotgun
Must be a small caliber such as 9 mm. (AR9 must have a permanent mag well. No Adaptors! No drumnmags)
Ex: MP5, P90, Scorpion VZ61, UMP, Mac-10, Vector, MP7, MP9, AR9You must Chrono with .32 BB’s. All weapons will have a max fire rate of 25 rps.
They will be provided at Chrono so bring an empty mag with you.
Absolutely NO Binary Triggers!
Hand Grenades
Hand Grenades for Black Ops events are restricted to TAGs Hand Grenades, TLSFX, Thunder B’s or other flash bang simulators or Enola Gaye grenades that create a “bang” when they detonate. Inert replica grenades (like those made of rubber) are not permitted.Hand grenades have a “kill” radius of 15’ from where the grenade detonates. Everyone within 15’ of the point of impact not protected by hard cover is “wounded”. If a grenade detonates in a room, hallway, or rooftop, everyone in that room, hallway, or rooftop is considered hit and “wounded”.
If you are using one of these types of grenades, you must arm it according to the manufacturer’s instructions and then toss it. If the grenade fails to detonate. it is considered a “dud” and has no effect on opposing participants. Players are responsible for pyro after throwing, and monitor for potential fire.
Players behind no cover when a hand grenade goes off and are within the kill radius are considered “wounded” and must follow “healing” procedures.
Participants behind soft cover (bushes, shrubs, grass, and small trees) are “wounded” and must follow “healing” procedures.
Participants behind solid cover (rocks, hills, bunkers, vehicles, and trees much larger than their body) with the cover between them and the hand grenade detonation place are considered alive.
If a hand grenade is thrown, hits an object, bounces back, lands and detonates near the thrower, they
along with everyone in the 15’ radius are “hit”.You may kick a grenade out of the way before it detonates. Do NOT pick it up and try to throw it back.
You may not dive on the grenade to save your buddies.Rockets & 40mm Grenades
Rockets:
Acceptable rockets are the commercially made TAGIN rounds, chalk, Cherub or pyro detonating. Indirect fire or vehicle only Any other munitions must be pre-approved by the staff.Rockets must be fired from RPG, LAW, and AT4 type replicas.
Homemade rocket launchers are NOT ALLOWED!
3D printed rounds will be allowed. However, they must be inspected by production prior to the close of chrono each morning. All rounds that are going to be used must be presented for inspection at the TOC table. Any round that is not signed off on by the TOC, will NOT be permitted for use during the event.
If any individual is caught using or carrying a non-approved round they will be dismissed from the event.
40mm Grenades:
Acceptable 40mm grenades are TAGs 40mm grenades, pyro, chalk, Cherub 40mm Bangers/ 50mm Spite or any 40mm airsoft BB shower grenade.
40mm grenades may be fired from M79, M203, GP30, MGL, Pocket Cannon Launcher, and M320 type grenade launchers.
General rules for both Rockets and 40mm Grenades:
Rockets and 40mm grenades must be lobbed and should never be fired straight at participants or other targets.Rockets and 40mm grenades have a “kill” radius of 15’ from the point of impact. If detonated in a room or hallway, every participant in that room or hallway is considered hit and “wounded”.
Participants behind no cover or soft cover (bushes, shrubs, grass, and small trees) are “wounded” and must follow healing procedures.
Participants behind solid cover (rocks, hills, 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.
Building or a connex will have a 15’ kill radius from the impact location. (ref discretion)
Any structure that is two stories or more are hardened targets. Rockets have no effect on them. This includes the tower or any stacked conexes.
Vehicles may be taken out by rockets or 40mm grenades (excluding BB showers) only. Chalk rounds work the same as pyro rounds on vehicles. It takes 2 hits to destroy/kill a vehicle.
Hits And Calling Your Hits
EVERYONE MUST HAVE AND CARRY A RED DEAD RAG! No Red gear or clothing allowed.HITS:
All BB hits to any part of your body and/or gear/equipment secured to your person count as a hit. This includes any secondary weapon. Weapon in use hits do not count.Blind fire is not authorized and strictly prohibited at the Infidel event.
Friendly fire counts! Check your targets!
If two participants fire simultaneously and both are hit, BOTH participants are out.
CALLING YOUR HITS:
Airsoft is a hobby of integrity. Call your own hits!Each player will provide themselves with ONE tourniquet and one red dead rag. This tourniquet can be real or airsoft style, scrunchy, ace bandage, etc. (Black in color preferred but not required)
The first time you are hit, fall to the ground and call for a medic. Any live player can come and apply the “wounded” player’s personal tourniquet to revive that wounded player. Do not attempt to move the “wounded” player for any reason. They must be healed where they were “wounded”. The tourniquet must be placed on the wounded player’s arm.The wounded player has up to 5 minutes to be healed before they bleed out. YOU DO NOT HAVE TO TAKE YOUR 5 MINUTE BLEED OUT, YOU CAN GIVE UP YOUR ABILITY TO BE HEALED AND JUST GO BACK TO RESPAWN.
If you are hit a second time, you must display your red dead rag, call yourself dead, and return to your spawn immediately in order to be a live player again. No required bleed-out time for the second hit. Once you reinsert your tourniquet resets and can be used again. Please remember to remove your tourniquet from your arm if it was used BEFORE reinserting from your base.
When you are hit, immediately fall to the ground and simulate being shot for real – the louder the better. Often it is difficult to hear participants over the noise of firing AEG’s and/or through brush, even at short distances, so do your best to let opposing participants know you have been hit, otherwise they may continue to inadvertently fire at you. BE AS LOUD AS YOU CAN!
If you are in a doorway and get hit, please move out of the direct path to reduce the chance of being stepped on, then fall down and be “wounded”
Player Rules: Players must stay a minimum of 10 ft. away from a running vehicle or they are eliminated.
Vehicle Rules
- Ground Vehicles Must be a faithful representation of an actual military vehicle or technical (no Hobo tanks or walking tanks).
- All vehicles must have a vehicle Admin provided by the tank crew that will ground-guide the vehicle when backing up (even under fire) and supervise the loading and unloading of passengers (even under fire) and eliminations.
- Must be approved by the Head Ref prior to taking the field.
- 5 mph limit on all roads, must be in first gear only
- Lights must be on for night/low-light maneuvers and brake lights must be operational. Must have a working horn.
- All drivers must be 18 years of age, and all drivers must also possess a valid driver’s license
- Vehicles must have proof of liability insurance (PLUPs are acceptable but require proof) sent to staff along with vehicle photos for inspection
- All vehicles must have a fire extinguisher
- All vehicles with a cab entry higher than 4 feet off the ground will require the vehicle driver and co-pilot to wear hard head protection (a helmet) as they will enter and exit the vehicle without assistance.
- All vehicles must be equipped with a 2ft X 2 ft red flag on a pole or antenna, or red dead lights approved by producer to designate a hit. You must also have a faction-marking flag to show what side you are on or vehicle color approved by producer.
It is 100% on the vehicle to display the correct flag for its current status. - All tanks have 30 minutes of fuel. Inserts for tanks are at the top or bottom of the hour. If a tank that is on the field returns to insert before the next insert window opens it may insert more than once per hour. Any tank crew who do not follow the rules may be given a time-out penalty, removed for the day and/or the event based on the infraction.
- Types of vehicles are allowed: Typically a HUMVEE or modified Jeep, pickup or ATV (no station-wagons) 1 mounted gun allowed (must stay mounted) Vehicle must have a 3 man crew: Driver, co-pilot and Gunner (exceptions made for photographers and staff). Only the Gunner and co-pilot can fire their weapons.
- Vehicle-Mounted Weapons: A replica weapon typically mounted on a vehicle to provide a portable source of fully automatic firepower. Includes the M240, MK 19, M2, M3, Minigun, M60, RPK, Minimi, etc…. 1.86 joules .32 gram BB 50ft MED Full auto allowed Box mags allowed All regulators will be zip tied and sealed with a reg lock.
The use of TAGIN 40mm rounds is authorized. Hand-tossed flash/smoke grenades only. Nerf/Vortex Rockets must be fired from a launcher and are only used for anti-armor purposes, requiring a direct hit. 40mm TAG rounds that explode are lethal to vehicles if they detonate within 15 feet, hand grenades must detonate within 15 ft of the vehicle in order to kill. Two hits with a rocket in 5 minutes will eliminate the Vehicle. 1st hit immobilizes the Vehicle but it still can shoot, 2nd hit will eliminate the Vehicle. If the Vehicle is not hit a 2nd time within 5 minutes after being hit the first time it can continue on - BBs cannot kill a vehicle. BBs will not eliminate the crew or the gunner. Do not shoot BB’s at them.
- Staff vehicles are used for game mechanics and cannot be killed. “DO NOT SHOOT BBS OR ANY OTHER ORDNANCE AT STAFF VEHICLES”
- LIVE vehicles can transport “Dead” players back to their CCPs (ENCOURAGED TO DO SO). Please follow mounting rules below for loading players.
Mounting or Dismounting from a Vehicle on the Field
Gunners can dismount. The vehicle must be at a full stop, the engine must be turned off and blow the horn or siren for a minimum of 3 seconds and raise their white flag, signaling they are transitioning from a vehicle to a bunker. They may then dismount. At this point the vehicle becomes a bunker, which means everyone, including the driver, can be shot out and fall under normal medic rules. If live players want to load back in, they must be alive and not wounded. Players loading back up can only do so with the engine off. Before the engine restarts, the driver must signal by blowing the horn or siren for at least 3 seconds and lower their white flag. Once this happens, the vehicle becomes a tank again and can no longer be used as a close bunker and then normal tank rules apply. Anyone using the non-running tank as a bunker must get at least 10 feet away before the engine restarts. If they do not, they are eliminated with no medic option.
Radios
You can use any radio frequency you want. You are not allowed to monitor the referee channel. If you find yourself on it, please remove yourself.
Missions
The commanders are in charge of making sure they report to the game producers tent each hour to receive their missions. If both commanders are there 5 minutes before the hour the missions will be handed out early. If only one is there that commander must wait until the top of the hour to receive their mission packet and the other commander will get theirs when they report.
Your side has one hour from the receipt of the mission card to finish said mission (unless stated otherwise). Failure to do so will result in mission failure. If a mission card is required to go on said mission that card will indicate whether a mission card is required or not required (a picture on your phone will also suffice as a mission card to show the referee). Timed missions do not start until the mission card is signed off by a referee that the mission has started. The timed mission is not completed unless signed off by a referee as well. You cannot lose a mission card if you are eliminated.
Mission Types
Assault: Means you must either shoot the objective more than once with a marker or clear the objective. If there is a time period of the assault you must then continue to assault for that length of time.
Bomb Diffusal: Diffuse the bomb it goes off.
Breach and Clear: Must use an M67 through the PVC tube as your breaching charge. Once the grenade has gone off, count 3 seconds and you may breach the door.
Clearing: You will have a specific mission where you need to clear a building. The mission card will indicate what method you must use. A referee MUST have a visual to confirm completion.
Collection of Props: You must go to the objective, find the object and bring it to where you are instructed to bring it. If props are side specific that will be indicated in some fashion on the prop. If it does not have your color, do not touch or move it.
Defend: You must keep the objective out of the enemy’s hands for a length of time.
Downed Pilot: Retrieve the downed pilot.
Patrol: You must be actively patrolling from one objective or point to another objective or point to complete this mission. You may only have to do it once or it may be for a specified time.
Recon and Report: You must physically view what is going on. You will need a referee to verify the information you will report back to your base.Take and Hold: You must go to the objective, clear out the enemy and hold the objective for a specified time.
Final Battle: Final battle will be one-half hour long, with constant insert (NO medics). It will consist of three or more slapsticks scored every 10 minutes (you want your color showing).
All weapon class rules are still in effect. There are no rockets, technicals, grenades of any kind or any other main game material allowed by any player. Referees MAY deploy smoke grenades. There is zero tolerance for players abusing these rules.
If at any time during game play you hear referees yelling “blind man” put your gun on the ground, hands off the trigger, and take a knee. DO NOT MOVE DO NOT REMOVE MASKS, let event staff attend to any injured players and game play will resume once all emergency and injured player(s) are removed from the field of play
EVENT SPECIFIC RULES
Infidel:
Treasure Hunt: You may receive a mission card and will have to follow directions like on a treasure map to retrieve your objective. If you have to dig for said treasure, only event approved items can be used for such purpose.
Blackbeard’s Skull: The team that recovers Blackbeard’s skull will be allowed to turn it into the game producer in exchange for a one time use insert of up to 10 players to any numbered position on the field for the rest of that day ONLY.
Sink The Armada: Each side will be attempting to sink the other side’s armada (think Battleship). Each commander will place their ships before game on and give to producer who will have the master sheet and indicate whether there is a hit or miss when shots are fired. Each side will receive 5 “shots” at the top of the hour starting with the second hour of play. There will also be opportunities for each side through mission completion to earn additional “moves.” Each commander will place their ships (there will be a 2 shot ship, two 3 shot ships, one 4 shot and one 5 shot). Sinking each ship will result in 10 points for each shot it takes to sink that ship. The first one to sink the other side’s entire armada will be awarded an additional 100 points.