PMCs

- Uniform: Tan
- Gear: Tan or green.
- Boots: Any color.
- For a Friday night mission, you must wear a helmet that matches the team uniform.

These rules apply to all players during Keystone Milsim events. Follow staff directions and the event supplement for the venue, scenario effects, and other event-specific details.
Players must be at least 18. Players ages 14–17 may participate only when a parent or legal guardian attends and remains responsible for them throughout the event.
Every player must complete the required waiver.
Staff may remove a player for unsafe, disruptive, or unsportsmanlike behavior.
Wear ANSI-rated, full-seal eye protection at all times in active play areas.
Mesh-only eye protection is prohibited. Remove eye protection only in a designated safe area. Wear ANSI-rated, full-seal eye protection at all times in active play areas.
Players under 18 must wear full-face protection.
Helmets are required when the event supplement specifies mortar elements or other helmet-required scenarios.
Ear protection is strongly recommended.
All replicas must pass chrono and staff inspection before entering play.
| Standard rifles, pistols and support weapons | 1.60 joules |
|---|---|
| Sniper rifles (50-foot minimum engagement distance) | 2.80 joules |
Sniper rifles must be manually operated. Inside 50 feet, transition to an approved secondary is required. You must have a secondary and cannot play with just a sniper. Full-auto fire is permitted but should be used sparingly.
A direct BB hit counts, including friendly fire. Hits to a replica do not count. Ricochets do not count. If unsure whether a hit was direct, call it. If it stings you were hit.
Immediately stop firing, drop to the ground with groaning sound to simulate injury, and follow the revive rules.
Do not argue about hits in play. Report suspected cheating privately to staff or your platoon leader; do not confront the player.
Do not overshoot or intentionally fire at an eliminated player.
Eliminated players must display a dead rag and may not relay enemy positions or otherwise affect play.
Every player gets one revive per life, marked with a tourniquet.
Stop fighting and safely lower yourself to the ground, groaning to simulate an injury. Remain in place unless your position is unsafe or interferes with ongoing play; if necessary, move only far enough to resolve this issue. For your one permitted field revive, a teammate must loosely apply a simulation tourniquet to your arm. Do not use a medical tourniquet for gameplay. Once the simulation tourniquet is secured, you may return to play.
A second hit after tourniquet revive eliminates you. Stop fighting and safely lower yourself to the ground, groaning to simulate an injury. Display a dead rag and go directly to your team’s designated mobile spawn or command base. Remove and reset the tourniquet there. Follow the posted respawn interval and staff or spawn marshal direction before returning to play with a fresh revive. Staff will identify active spawn locations and intervals in the event briefing.
Call “REAL WORLD”
Anyone who sees a real or suspected injury or immediate life-threatening danger must call “REAL WORLD” loudly and in good faith.
Repeat the call, notify staff by the fastest available means, and give your location.
All players in the affected area must stop firing, keep eye protection on, make replicas safe, and follow staff directions. Resume only when staff says to do so.
Real medical care always takes priority over the game.
Deliberate misuse of an emergency call may result in removal.
A verbal surrender may be offered but does not have to be accepted.
At close range, avoid head shots when a safer shot is available; do not make unsafe or blind shots.
No physical contact, replica grabbing, or simulated executions.
Touch a scenario prop only as directed in its event briefing; never touch another player’s replica.
Players may not bring, deploy, ignite, throw, or operate pyrotechnics without specific staff authorization.
Smoke, homemade or modified devices, unauthorized launchers, and explosive devices are prohibited.
Only staff-approved effects and devices listed in the event supplement may be used.
Staff will explain grenade and mortar hit effects at the briefing.
Before entering a designated safe area, remove the magazine and fit a barrel cover.
No dry firing in a safe area. Keep sidearms holstered.
Discharge replicas only in authorized play or clearing areas.
Keep eye protection on until inside a clearly designated safe area.
Treat players, staff, spectators, and property with respect. Follow staff directions during play.
No fighting, threats, alcohol or illegal drug use during the event, unauthorized climbing, entry into restricted areas, or altering or damaging structures.
Only staff may operate drones unless explicitly authorized.
Discuss disputes calmly with event leadership after the immediate situation is safe.
Staff may warn, remove from a scenario, or eject players depending on severity. Serious safety violations may result in removal without a refund.
Pack out your trash.
Any airsoft replication that can pass chrono can be used in game play.
LMG's are allowed with 1 box mag but only. No extra ammo carried outside the box mag or mid cap magazine. No backpack magazines.
SMG and rifleman are limited to mid-cap magazines only. LMG's may carry extra mid cap magazines.
Miniguns, player-operated mortars, grenade launchers, and rocket launchers are prohibited.
Speed loaders can be carried on field and mid cap magazines can be refilled.
Wear your faction’s uniform so every player can identify friend from foe. For a Friday night mission, wear a helmet that matches the team uniform.


At select events, vehicles can be utilized. See event supplemental rules.
Vehicles are for transport, support, and defense only. They may carry seated players, supplies, and casualties. Do not attack, chase, block, or push opposing players with a vehicle. Use staff-approved routes only.
Vehicles are required pass safety inspections prior to event. See vehicle safety checklist.
Vehicles are only at select events. See individual events. ATVs and Motorcycles are prohibited. UTVs, Jeeps, Humvees, or other street legal off road capable vehicles are allowed.
UTV's can only be used as transport vehicles and cannot be taken out of play by a grenade.
Gun vehicles must have a mounted machine gun. Ammo capacity is unlimited with unrestricted magazines including box mags. Gun vehicals are used to support and defend only. No offensive use. Gun vehicles can be disabled with a simulated grenade landing under or within 5 feet of vehicle or hit by simulated RPG. Once disabled, the vehicle must illuminate top mounted red light and return to spawn for 20 minutes.
Radio with speaker. Fire extinguisher. Recovery equipment (shovel, boards, etc.). Red top mounted light if used as a gun vehicle.
15 mph on clear roads with no players nearby; 10 mph on field routes where players may be present; 5 mph in staging and parking areas and whenever passing players. Slow further or stop for terrain, visibility, or movement.
All occupants must use designated seats and fitted restraints. Board and exit only when fully stopped.
Each vehicle has a commander who watches for hazards, directs the driver, checks that passengers are seated, calls stops, and guides the vehicle while reversing. The driver controls speed and route, stops when directed by commander or staff, and may refuse unsafe movement.
Players may fire defensively from a vehicle only when it is fully stopped. No firing from a moving vehicle; drivers may not fire while operating it. Do not fire at a driver, windshield, or moving vehicle. Staff will specify whether and how stopped vehicle occupants may be engaged at the briefing. Staff may stop or remove a vehicle for unsafe operation.
We welcome photographers and creators who help tell the story of the weekend. Media on the field follow these rules.
No walk-on photographers. Media register ahead, check in like players and attend the safety briefing. Use contact use form on the website.
Wear clear PRESS or PHOTOGRPAHER identification and red shirt so you are easily identified on field.
Media can move across the field but never pass intel, positions or footage between sides during play.
Full-seal eye protection is always required. Only staff may operate drones unless explicitly authorized. Keystone Milsim LLC is not responsible for damage to cameras or other recording devices.
Milsims are long days outdoors. Bring enough to look after yourself from the Friday night mission to the final mission on Sunday.
Dead rag, Blinking red dead light, Simulation tourniquet, Flashlight or rifle-mounted light, On-field hydration — 2–3 liters recommended, Helmet — required for the Friday night mission, Food for the event, Cell phone with your registration QR code downloaded for offline access,
Ear protection -high recommended, boots with good ankle support, gloves, and rain gear.
Radios are required for all platoon leaders. Platoon leaders will be assigned by each faction's commander prior to the event.
Lasers can be used but not deliberately shined in opposing team's eyes. Lasers can cause permanent eye damage.
Night vision and thermals are allowed throughout game play.
If you have questions about the rules, your gear or the event, reach out. We’re here to help.