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OFFICIAL RULES

MAGFED RULES

Automatically translated from German on 13 October 2026. The German version is authoritative.
German original →

1. General Rules and Course of the Game

1.1 Missions:

  • Your own depot must be protected at all times.
  • The fireteam assignment for missions is made by the General or his deputy.
  • Mission items only count if they are in the depot at the end of the day.
  • Hit players drop mission items immediately, and any player may pick them up.
  • Random chrono checks: We carry out spot-check chrono checks on the field for the safety of everyone. If a marker is repeatedly over the limit, this may lead to further measures (penalty points or exclusion).

1.2 Depot:

  • A depot is considered occupied as long as at least three enemy players remain within a radius of 10 meters. While it is occupied, no items can be brought there.
  • The contents of an occupied depot can be looted by the enemy and moved to their own depot.

1.3 NPC:

  • The roles and tasks of the NPC are flexible and are defined in the respective mission descriptions.

1.4 Equipment & Safety Requirements:

  • Wearing a mask is mandatory on the playing field at all times.
  • MagFed Only; maximum FPS of 280 FPS.
  • Melee weapons may only be made of plastic or rubber.
  • Teams are identified by colors (yellow/green); red tops are reserved for the organizers (Orga).
  • From 281 to 300 FPS you will receive a warning and must adjust your FPS.
  • Penalty points: running socks see 2.2 tolerance point & for FPS > 300 FPS see 2.1 warning levels

1.5 Fair Play and Code of Conduct:

  • Marked Man Don't Talk: Marked players do not pass on any information (no positions, no enemy movements, no warnings).
  • Team identification: Every player must make their affiliation clearly recognizable by wearing the assigned team color (e.g. via armbands, vests or other markings). Deliberately hiding or removing the team identification is prohibited.
    For ghillie wearers the following applies: They must be marked in the team color on both arms (in the area between wrist and elbow) and on both legs (in the area between knee and ankle).
  • Unsportsmanlike conduct (e.g. deliberately not acknowledging a hit, constant swearing or insults) can lead to warnings and, in case of repetition, to exclusion.
  • Consumption of alcohol or drugs before or during the game is prohibited. Players who are obviously impaired will be excluded from the game.
  • Blind firing is prohibited. This includes shooting without direct sight of the target, for example when you only hold the marker muzzle around the corner without looking yourself. You must ensure at all times that you have your target in view and pull the trigger in a controlled manner. This prohibition serves your own safety and the safety of all other players.

2. Penalties and Warning Levels

2.1 Warning Levels for Rule Violations:

Violations of fair play, blind firing or entering closed areas also count as rule violations and can result in warning levels.

  • Warning level 1: Warning and respawn.
  • Warning level 2: Warning and respawn + 30 minutes waiting time.
  • Warning level 3: Exclusion from the game.

Note: In case of minor violations, the warning level stays the same; in case of repeated violations, the warning level increases.

2.2 Tolerance Point Allowance:

Each faction starts every game day with 5 tolerance points. For each missing running sock in the HQ, 1 tolerance point is deducted from the faction.

As soon as 0 tolerance points are reached, the faction automatically loses 20 points from the current daily score. Afterwards, the tolerance points are immediately reset to 5. Further violations on the same day again lead to a tolerance point deduction according to the same scheme.

3. Hit and Respawn Rules

3.1 Types of Hits:

  • Hit: Only counts if the paint breaks and leaves a color mark. Players identify themselves with a warning vest and withdraw from the line of fire.
  • Headshot: A hit to the head forces a respawn; a medic cannot bandage a headshot.
  • Marker hit: A direct hit on the marker renders it unusable; a replacement can be provided by the team.

3.2 Gotcha Rule:

  • There is NO GOTCHA! A player can only be eliminated by touch (barrel tag or rubber knife).

3.3 Respawn:

  • The player cleans up in the HQ and may return to the game immediately.
  • Each player can be treated by the medic once per round (either with the gauze bandage or the Velcro armband). With further hits, only the respawn is possible.

3.4 Marked Players:

  • Behavior when hit: After being hit, lower the marker, go into cover or lie on the ground, and wait for the medic or return to the HQ.
  • Keep the line of fire clear: Make sure that you block neither the line of sight nor the line of fire of your comrades or of the enemy. Stay as inconspicuous as possible so as not to disrupt the course of the game.

4. Paint and Equipment Restrictions

4.1 Paint:

  • Only Powderballs sold by Battleground ( Powder-X Cal 68), Paint and First Strike (FS) may be used.
  • Per round, each player may carry a maximum of 160 rounds, the Heavy Gunner up to 1000 rounds.
  • Backup pistol: 2 magazines, max. 20 rounds
  • Prohibited: FS Ultra Sphere (Powder cal. 68), reballs, rubber balls or any kind of pepperballs!
  • Violations can lead to exclusion!

4.2 Magazines:

  • MagFed only, maximum 30 rounds per magazine; exceptions apply to the Heavy Gunner.

4.3 Full-Auto:

  • Full-auto is prohibited, except for the machine gun.

4.4 Smoke:

Permitted: Smoke grenades from Enola Gaye, FDF Nautica, Nico and Taginn; Nautica Mr. Smoke 1, 2 & 3.

Prohibited: B&G GD-10 & ED-60 everything without a REAL BAM

  • Red & green smoke grenades are reserved for the ORGA and black smoke grenades are prohibited in general!
  • Depending on the weather, smoke grenades may be prohibited, and the use of unauthorized smoke devices can lead to exclusion. Updates on the weather conditions are provided continuously in the HQ.

4.5 Flashbangs:

  • Flashbangs from Enola Gaye and Taginn are permitted. An effective radius of 5 meters applies (diameter 10 m), whereby solid cover protects against the explosion.
  • Per round, each player may carry a maximum of 5 flashbangs.

5. Roles and Special Equipment

5.1 Medics:

In total, medics are limited to max. 5 per faction.

The medic must be clearly recognizable by a “Red Cross armband“ and can NOT move a wounded player; the hit player must be bandaged on the spot.

  • Mandatory equipment for medics: Bag / backpack for the bandages
  • Medics may bandage players once per round, but may not treat headshots.
  • Not transferable during the round & Red Cross armband
  • Velcro armbands (1 per player / personal property)

Velcro armband

Every player may carry a purely white (without logo or text) reusable Velcro armband that the medic can use for healing. (Can optionally be purchased at Battleground or at at tacitcal.)

5.2 Assault Shields:

Max. 5 per faction, visibly marked and playable only with a pistol.

Event registration and daily approvals take place at the stand at AT Tactical/MCM and are visibly marked as approved.

It is not transferable to another player during a round and may only be played with a pistol! The carrier is vulnerable just like all other players, with the exception of hits on the shield itself. If an assault shield carrier is hit by a flashbang within its effective radius, he is out immediately.

The following parameters apply to assault shields:

  • Not transferable during a round.
  • Maximum 70 cm wide
  • Pistol, with magazines holding a maximum of 10 rounds.
  • Only paint in cal. 68 may be shot; First Strike and USP are not permitted, and for .43 and .50 USP are allowed.

5.3 Heavy Gunner:

Max. 5 per faction, recognizable as a Heavy Gunner, minimum weight 6 kg.

Event registration and daily approvals take place at the stand at AT Tactical/MCM and are visibly marked as approved.

The heavy gun should look as realistic as possible or be modeled on originals!

The following parameters apply to Heavy Gunners:

  • Not transferable during a round.
  • Minimum weight of 6 kg
  • Clearly recognizable as such visually (visually modeled on original MGs)
  • Maximum 1000 rounds per Heavy Gunner per round
  • Only paint may be shot; First Strike and USP are not permitted.

5.4 Grenadier:

A maximum of 3 grenade launchers per faction are permitted in use at the same time.

Event registration and daily approvals take place at the stand at AT Tactical/MCM and are visibly marked as approved.

  • Only single-shot grenade launchers are permitted. Drum or multiple launchers (e.g. M32 replica) are not permitted.
  • Direct fire at persons is prohibited! Grenades must not be deliberately shot directly at players. They may be used exclusively on shields, surfaces, rooms or cover.
  • Only original Airsoft & Paintball Taginn grenades may be used.
  • Marking requirement: Every Taginn grenade used must be clearly marked for safety and traceability. The marking is done by the ORGA as part of the approval by laser marking at PK Lasering. Only marked grenades may be used.
  • Effective radius: When a grenade projectile impacts, a radius of 5 meters counts as hit – unless solid cover is present; a shield does not count as solid cover.
  • Ammunition: Each grenade launcher may carry a maximum of 6 rounds per round/mission.
  • Use & transfer: The grenade launcher is not transferable and may only be used by the registered player.

6. Locations and Their Function

6.1 HQ (Command Center):

  • Safe zone for respawn, mission assignment, air and cleaning station.
  • No firing into or out of it is allowed.

6.2 Depot:

  • Place for storing captured game items, which can be looted by the enemy.
  • The depot flag can be captured and should be guarded.

6.3 ORGA/Event Village:

  • Not a playing area; houses the game control and the rescue service.

7. Conduct in Case of Injury and Emergencies

The game is aborted exclusively by the Orga.

7.1 In Case of Serious Injuries:

In case of serious injuries (e.g. unconsciousness), the Orga must be informed immediately. Players do not provide care on their own.

Guiding the rescue services: In case of serious injuries, players should urgently be posted as lookouts to guide the rescue services to the injured person and enable a quick response.

7.2 In Case of Minor Injuries:

In case of minor injuries, players should, if necessary, provide first aid until the Orga or the medic arrives. In doing so, players should observe the safety rules and stabilize the injured person as far as the situation requires.

7.3 Code Words for Emergencies:

  • Injured person on the field: Blaulicht
  • Fire on the field: Rotlicht

In an emergency, players in the vicinity should inform the Orga and, if necessary, provide first aid until the Orga arrives.

Emergency ORGA frequency: 156.800

Injured person:

Code word: Blaulicht.

Situation 1 Moving possible:

Go directly to the ORGA/Event Village and get treated, inform the Orga beforehand.

Situation 2 Moving not possible:

Inform other players directly! Assess the situation and send a factual report by radio to the General or inform a nearby Orga

Other persons see an injured person:

Inform other players! Seek out the injured person and speak to them. Check for Situation 1 or Situation 2; if they are unresponsive, inform the ORGA directly.

Fire:

Code word: Rotlicht.

Situation 1: Fire can be extinguished directly.

Extinguish the fire with available means, inform the Orga and report the location.

Situation 2: Fire cannot be extinguished.

Inform other players directly. Assess the situation and send a factual report by radio to the General or inform a nearby Orga