From Egs Mayhem

AIRSOFT!!! is a skirmish game created by Seth/Sara for the Hex grid. The rules are still in development and as such may not be balanced. It's a start though, right?


Character Sheets

Name: The Character's name.
Age: The character's age (under 18 requires adult supervision when using Airsoft guns).
Gender: What gender your character is.
Appearance: What does your character look like?
STR: Your Strength Score. This governs how much you can carry.
SPD: Your Speed Score. This affects your Defense and Turn Order.
ACC: Your Accuracy Score. This affects your Attack.
SKI: Your Skill Score. This defines what weapons you are capable of using.
Inventory: What Airsoft gear your character carries.
Defense: Your Defense rating (Speed score plus modifiers).
Attack: Your Attack rating (Accuracy score plus modifiers).

Stat System

Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.


Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.

  • Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. A Sidearm costs 1/2 Strength, while a Primary Weapon costs 1 Strength. Special Weapons cost 2 Strength, you can only have one Special Weapon.
  • Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.

The following gear is optional.

  • Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.
  • Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.
  • Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength unless otherwise noted.
    • FREE ITEMS - Characters can wear Standard Airsoft Goggles, Tactical Vests, and carry Flags without a cost to strength.


Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some Attachments decrease speed.


Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack.


Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.

  1. Allows you to use Pistols, Machine Pistols and Shotguns.
  2. Allows you to use SMGs and Rifles.
  3. Allows you to use Assault and Sniper Rifles.
  4. Allows the use of HMGs with a mount.
  5. Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.
  6. Allows the use of HMGs without a mount. Requires a Strength of at least 4.


The following gear has been allowed into the game.

Starting Equipment

A player begins with Standard Airsoft Googles, 1 Sidearm, 1 Primary Weapon, 2 Accessories max per weapon, 3 Grenades, 2 Miscellaneous items, and 4 Magazines. A character can start with 1 Special Weapon, but they do not get a Sidearm or Grenades.


  • Sidearms
    • Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.
    • Machine Pistols are another form of sidearm, they have Burst Fire and Inaccurate. They are Short Range.
  • Primary Weapons
    • Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.
    • SMGs allow Burst Fire and Short Range.
    • Rifles are Medium Range, and have a +1 on Attack.
    • Assault Rifles have Burst Fire and Medium Range.
    • Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).
  • Special Weapons
    • HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).
    • Grenade and Rocket Launchers have Scattershot and Long Range.


All weapons carry one magazine to start (beyond any extra magazines carried).

  • Pistols have 12 round magazines.
  • Machine Pistols have 24 round
  • Shotguns have 6 round magazines.
  • SMGs have 30 round magazines.
  • Rifles have 15 round magazines.
  • Assault Rifles have 20 round magazines.
  • Sniper Rifles have 5 round magazines.
  • HMGs use 30 round "chain" magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.
  • Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.
    • Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.


Grenades come in packs of three, players must select either 3 Fragmentation grenades, or 3 Flash-bang grenades. They cannot mix and match.

  • Fragmentation Grenades have Scattershot.
  • Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.


  • Laser Sight: +1 Attack, -1 Defense.
  • Reflex Sight: +1 Attack.
  • Magnification Scope: +2 Attack, gives the user Tunnel Vision.
  • Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.
  • Mounted Flashlight: Cause the Light condition. In Dark areas -1 Defense.
  • Bipod: Allows a +1 on Attack, but -1 on Speed.
  • Tripod: Allows a +2 on Attack, but -2 on Speed.
  • Grenade Launcher: Adds +1 to Attack when using a grenade. Can hold only one grenade at a time. A Grenade Launcher can only be attached to a Rifle or Assault Rifle.
  • Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.
  • Bayonet: A Close Range weapon with a -1 penalty to Attack.
  • Foregrip: +1 Attack.
  • Sling: -1/4 Strength cost to the weapon, -1 Speed.
  • Stock: +1 on Attacks with Machine Pistols, Shotguns, and Rifles.


  • Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.
  • Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.
  • Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location. This item does not cost Strength.
  • Full-Face Mask: +1 Defense, Causes Blind Spots.
  • Helmet: +1 Defense, causes the user to be Deafened.
  • Safety Pads: +1 Defense, -1 Attack.
  • Body Armor: +2 Defense, -2 Attack. Cannot use a Tactical Vest while wearing Body Armor.
  • Knife: A Close Range weapon. Requires an action to retrieve from its location.
  • Flashlight: Cause the Light condition. In Dark areas -1 Defense. Requires an action to retrieve from its location.
  • Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.
  • Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.
  • Speedloader: Allows a player to reload a magazine in the field. This item holds 30 extra rounds. Requires an action to retrieve from its location. Requires an action to reload a magazine.


Few Rules have been created in regards to actual combat, but the following have been made.

  1. An attacker receives a die roll of 1d6 plus the player's Attack score while a target receives a die roll of 1d6 plus the player's Defense score to determine whether an attack hits or misses.
  2. Turn Order is determined by a roll of 1d6 plus the player's Speed score.
  3. Actions
    1. Characters get three actions during a turn.
    2. Move actions are when the characters advance through the field, characters can generally move around 25 feet an action. (One Hex is 25 feet.)
    3. Attack actions are firing a weapon or attacking with a knife.
    4. Normal actions are anything else.
      1. Reloading a weapon.
      2. Retrieving an item or weapon from its location on your person. (Most Miscellaneous items require this.)
      3. Equipping a new attachment, or removing one.
      4. Turning in a Hex.
  4. Hex Map
    1. A character's Forward view is the direction of their last travel unless they turned in their Hex.
    2. A character's Flanks are the Hexes on either side of their forward view.
    3. A character's Rear are the three squares behind them.
    4. One Hex represents 25 feet.
    5. 6 players may occupy a single Hex.
  5. Cover
    1. Small Cover grants a +1 bonus to Defense. This would be bushes and small boulders.
    2. Medium Cover grants a +2 bonus to Defense. This included vehicles and large boulders.
    3. Large Cover grants a +3 bonus to Defense. This mostly falls into the category of buildings, trenches, and foxholes.
    4. Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.
  6. Sniper Towers deny an opponent 2 points to Defense from cover. They also grant a +1 to Defense for the Sniper.
  7. Range
    1. Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. Within the same Hex is Close Range. (6 players may occupy a single Hex at a time.)
    2. Short Range is the classification of Pistols and SMGs. This is out to one Hex.
    3. Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is out to two Hexes.
    4. Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is out to three Hexes.
  8. Firing Modes
    1. Single Shot is the standard firing mode for most weapons.
    2. Burst Fire allows a user of certain weapons a +1 Attack bonus, but they fire 3 rounds instead of one, causing them to have to reload more often.
    3. Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Attack bonus at the cost of 5 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.
    4. Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.
    5. Inaccurate is a drawback to Machine Pistols. They do not get the Attack bonus granted by Burst Fire.
  9. Status Effects: Status effects last 1d6 rounds unless they are permanent.
    1. Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their Flanks without turning to see them.
    2. Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Attack.
    3. Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.
    4. Heightened Hearing is a condition that allows a character to more easily hear an opponent. It negates the Deafened Status.
    5. Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Attack.
    6. Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.
  10. Area Conditions
    1. Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.
    2. Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.
    3. Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.
    4. Cloudy is a "normal" condition and has no negative effects.
    5. Rainy causes the Obscured Vision condition and gives a -1 penalty to Speed.
    6. Snow causes the Obscured Vision and Heightened Hearing conditions as well as a -1 penalty to Speed.
    7. Wind causes a -3 penalty to Accuracy with Airsoft guns.
    8. Heat requires a character to drink water more often, which is to be treated as an action.
    9. Cold requires a character to dress in more layers, this restricts movement, giving the character a -2 penalty to Speed.
    10. Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.

Point Improvement System

The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.

Point Usage

Points may be used in a few ways.

  • Earning 10 points, a character can increase one stat by 1 point.
  • A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.
  • A character to spend 2 points to recover from a negative Status as an Action.
  • A character may spend 2 points to make a Normal action into a Free action.
  • A character can spend points to buy new equipment.
    • 1 Point buys a Miscellaneous item or 4 Magazines.
    • 2 Points buys an Accessory or 4 Extended Magazines.
    • 3 Points buys 3 Grenades.
    • 5 Points buys a Sidearm.
    • 7 Points buys a Primary Weapon.
    • 10 Points buys a Special Weapon.

Earning Points

Points may be earned a number of ways.

  • Each time the character "kills" an opponent, they earn 1 point.
  • If the character is defeated themselves, they gain 1 point.
  • When a Mission is completed, all characters on the winning team recieve 5 points.
    • Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.
  • At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.

Losing Points

Points can be lost as well.

  • Killing a friendly results in the loss of 2 points.
  • Camping a site to win by kills negates all points that would have been acquired.

Optional Rules

The following rules are in development and are not necessary to play.

Ability System

Games using this mechanic have players begin with 5 points to spend on abilities. An ability may not be raised higher then the player's base score, abilities are used to utilize circumstance bonuses. All skill uses require an action except for Perception. Buying an ability costs 5 Points.

  • Strength Abilities
    • Athletics - Used to jump, climb, and swim. Using this ability allows the player to move through difficult terrain with only 1 action.
    • Endurance - Endurance is used in games with Hit Points. It allows the player to resist a single hit in a game. The difficulty is equal to the last Attack they took.
  • Speed Abilities
    • Acrobatics - Used for tumbling, sliding, and ducking. This ability is identical to Athletics.
    • Stealth - Stealth is used to sneak around and up on opponents. If you succeed at Stealth, you gain a +1 to Defense. This ability is opposed by Perception.
  • Accuracy Abilities
    • Perception - Perception is used to locate targets. If you succeed at Perception, you gain a +1 to Attack. This ability is opposed by Stealth.
  • Skill Abilities: A player may only train in one of the following abilities.
    • Demolition - Demolition is the setting up of explosives. A player can make a Hex into a Scattershot area with an attack equal to their result.
    • Medical - Medical is the ability to "heal" your allies. A player needs to get to an ally before a round ends to heal an ally. The difficulty is the Attack result that hit them last.
    • Tactics - A player with this ability can direct others on the battlefield, granting each adjacent ally (allies within the same Hex) a +1 bonus to Attack and Defense. The bonus also applies to anyone with a Radio. A Perception check by an opponent can negate the benefits in the same way.

Hit Point Systems

In a game that players want to make last, an hit point system may be employed. There are two variants.

  • Hit Points: A game of this type gives each player a decided number of hits they can take before they die. Common numbers are 3 to 10.
  • Injuries: A game with injuries can add penalties if a certain part of the body is hit. A roll of 1d6 usually determines where a round hits, but a player can use an action to aim a shot. A player has 3 hit points which must be torso shot or a head shot before they die.
    • 1: Headshot - The player is immediately killed.
    • 2: Arm shot - The player loses the use of an arm. This results in a -1 penalty to Attack. If both arms are disabled, the player cannot Attack at all.
    • 3: Leg shot - The player loses the use of a leg. This results in a -1 penalty to Defense. If both legs are disabled, the player cannot move (though they may still make Defense rolls at -2 penalty).
    • 4-6: Torso shot - The player takes a hit, no special penalties.

Terrain Features

Terrain is important for figuring out what kind of effects apply to a character.

  • Normal - Normal terrain has no penalties or bonuses.
  • Grassland - This terrain feature applies to areas with tall grass and soft ground. It grants a -1 to Attack, but a +1 to Defense.
  • Hills - Hills are a little more difficult to navigate. They require 2 actions to move through, but are treated as Small Cover.
  • Rocks - Rocks are difficult to navigate. They require 2 actions to move through, and are treated as Medium Cover.
  • Sand - Considered normal terrain for the most part, but in Windy weather causes Obscured Vision.
  • Water - For any Hex that is mostly water, it costs 2 actions to move through.
  • Trees - Trees are a terrain feature with special rules. For anyone inside a Hex or within firing range of the Hex, Trees are Small Cover. For people on opposite sides of a Trees Hex, they provide Medium Cover. Trees may be climbed as an action and grant all the bonuses of a Sniper Tower.
  • Wall - A wall provides Large Cover, a player cannot move over a wall, but can go around.
  • Sniper Tower - A Sniper tower requires an action to climb. When in a sniper tower, the player ignores 2 points of cover and gains a +1 to Defense.
  • Fort - Fort applies to the starting bases. Any number of allies may occupy a fort (ignoring the 6 person limit on Hexes). A player may spend 3 actions inside a fort to completely restock on ammo and health (if using a hit point system). Enemy teams cannot enter each other's forts.
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