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VALHALLA 2025 -EVENT RULES

INTRODUCTION

All the rules, information and safety instructions herein are for your benefit and the benefit of other players. Please obey all the rules, any player found to be consistently breaking the rules will be immediately ejected from the event without a refund.

There is a lot of information to read so please take the time to fully understand all the points contained. 

Failure to understand and follow the event rules and information will result in you possibly having a bad experience which Combat will not be held responsible for. 

By booking onto this event you confirm that you have read and understand the event rules and risks involved taking part.

If you have a question, or do not fully understand a rule please CONTACT US 


What is a Valhalla?

Valhalla is a weekend long event comprising of 2 days of airsoft games where the games start and run through the duration of the day. Like a Battle-Sim it is a more tactical type of game using larger game areas, restricted ammo limits and respawn rules are put in place to enhance the realism. The aim of Valhalla is to immerse you in an experience where you are a part of a larger story and play a small part in aiding your team complete a bigger objective.

Valhalla requires you to work with others in a team to achieve the wider objective, there is no room for lone wolves on this type of event and can have severe consequences for your entire teams’ goals and objectives.


  

Armbands – What do the colours mean?

We will be using several colours of armbands on this event to help players identify team mates, enemies or other special roles:

  • RED BAND: JTB (Redfor Forces)
  • BLUE BAND: MAF (Bluefor Forces)
  • YELLOW BAND: FENRIR GUARD (Yellowfor Forces)
  • ORANGE BAND: Special character or HVT objective that is part of a running mission.
  • WHITE BAND: Envoy - players permitted safe passage with a small 5 man protection detail to enter YellowFOR territory to negotiate with the Mercenaries.

  

Some Non-Negotiable Points


General Behaviour

Airsoft is all about honesty, sportsmanship and respect. Whenever in doubt about how to act in any situation not specifically mentioned use your better judgment and remember to keep within the spirit of the game.

Bad sportsmanship and excessive use of foul language is not welcome on any event and will result in you being removed from the event without a refund.

Disrespecting other players, staff or the event area will not be tolerated. Participants found to be abusive to others, cheating or purposely vandalising the venue will be immediately ejected from the event without a refund.

Remember to play by the rules. If you have any notion to break or ignore the rules, we respectfully request you do not attend as you will spoil the event for others who want to take part and have fun.


Lost and Found

Any items found on the game field which is obviously airsoft equipment lost by another player such as a magazine or speed loader should be handed in to a marshal. We will endeavour to return the item to its rightful owner.


Age Limits

Valhalla is restricted to 16+ years due to the nature of the event.


Drugs

Anyone found with or using drugs will be ejected from the event without a refund.


Alcohol

No player should be under the influence of Alcohol will participating in Airsoft. 

On some events which may include a social evening element, alcohol will be allowed to be consumed only when gameplay has finished, and all weapons have been cleared and stored. If the consumption of alcohol has been permitted, we ask all players to drink responsibly. Should gameplay continue the following day and players have overindulged and appear to still be under the influence of alcohol they will not be permitted onto the game fields.


Personal Equipment

All personal equipment is your responsibility to keep secure and Combat will accept no liability for lost, damaged or stolen personal items. Any person found to be attempting to steal other participant’s equipment will be ejected from the event immediately without a refund.


Have Fun

Airsoft is all about having fun, don’t take things too seriously. 

  

General Safety


Eye Protection

  • Eye protection must always be worn inside the game area and test range. 
  • Eye Protection must fully cover your eyes from all angles of impact with no gaps large enough for a BB to pass through. 
  • The only place you may remove your eye protection is inside the designated safe area.
  • Lower face protection is highly recommended but not mandatory for players aged 18+ to protect against dental injuries.  


Hearing Protection

  • Hearing protection is strongly recommended as you may be subjected to loud noises in excess of 120db. This includes but is not limited to pyrotechnics, blank firing devices and blank firing firearms.
  • Combat Airsoft will not be responsible for any injuries caused by participants who decide not to use adequate hearing protection.


Weapon Safety

  • All weapons must remain clear of magazines and rounds until inside the game area or test range.
  • Weapon safety’s must remain on until ready to fire your weapon.
  • All weapons must have magazines removed and be cleared of bb’s before entering any safe area. 
  • No dry firing inside any safe area, keep your safety on and fingers off triggers.


Safety Signs and Trip Hazards

  • Observe all safety signs when moving around the game area. Some areas of the game area are not accessible due to safety restrictions put in place, these areas will be marked off with safety tape, do not enter these areas.
  • Be careful of trip hazards and mind your footing especially when climbing or descending stairwells. Sturdy footwear is required such as military boots or hiking boots. Players in trainers or any other inadequate footwear will not be allowed to play.
  • Do not climb walls, ladders or through windows.
  • Occasionally a member of staff will cordon off an area due to safety concerns. If this happens, please follow the marshal’s instructions.


General Risks


Slips, Trips and Falls

As already stated, a sturdy pair of boots is required. The most common injuries occurring are sprains, fractures and other sport related injuries. Please always mind your footing taking care when moving across uneven/unstable ground or when wet/slippery.


Pyrotechnic Injuries

Please follow all manufacturer instructions when using pyrotechnics. Never return to unexploded devices.


Dehydration

Please remember to hydrate yourself. These events are physically and mentally demanding and without properly hydrating can result in injury. Fresh water is available at all Combat events.


Weather Exposure

British weather is unpredictable, one second it’s 30 degrees the next its lashing with rain. Having the right gear can save you a lot of discomfort and avoid the risk of exposure injuries such as hyperthermia or heatstroke. Please make sure you check your kit before attending to make sure it is suitable and bring spares as required.


Kit List


This kit list is the minimum kit we recommend you should bring with you to the Valhalla event. Highlighted in bold/italic are optional items. 


On your Person

  • Uniform
  • Boots
  • Eye/Face Protection
  • Hearing Protection
  • Notepad and Pen/Pencil
  • Digital Camera or Camera Phone (for collecting intel images)
  • Load Bearing Equipment, Vest, or Webbing
  • Primary Weapon and Mags
  • Secondary Weapon and Mags
  • Helmet (recommended)
  • Gloves (Highly recommended)
  • Radio capable of using comms frequencies (see Comms section for frequency ranges)
  • Hydration pack or Water Bottle


Assault Pack/Day Sack

  • Snacks
  • Spare batteries (AEG and Accessories)
  • Spare Gas for GBB’s
  • Spare Ammo
  • Wet Weather Gear/Poncho
     

Weapon Rules


Weapon Restrictions

Depending on the weapon you use will define your ammo limits. All participants can carry one primary weapon and one secondary weapon. Grenade launchers/mortars: anyone can carry grenade launchers or mortars on top of their weapons but there is a 5 round mortar/ugl limit.


Due to more players using the AMAROK style 250 round midcaps we have changed the limits to reflect the amount of bb's you have per load up instead of the quantity of magazines. 


Primary Weapons:

Assault Rifles and SMG’s

  •   1000 bb’s (equivalent to 8x 120rnd mids or 4x 250 round mids or 2x standard high caps)
  • Max 3 Frag and 3 Smoke Grenades

Support Guns - Such as a M249, Stoner 96, M60 etc (Not a M4 with a box mag)

  • Limit 1 full box mag
  • Max 3 Frag and 3 Smoke Grenades

Designated Marksman (DMR) - Replicas must be locked to single shot only.

  • 500 bb’s (equivalent to 4x 120rnd mids or 2x 250rnd mids or 1 standard high cap)  
  • Max 3 Frag and 3 Smoke Grenades

Snipers - Bolt action rifles

  • 200 bb's
  • Max 3 Frag and 3 Smoke Grenades


Secondary Weapons

Pistols

Max 3 standard mags no extended or drum mags

Shotguns

Max 10 shells or 100 shots whichever is greater dependant on the type of shotgun


Due to the nature of the venues all ammo must be Bio-Degradable with no exceptions. Anyone caught using regular plastic bb’s will be ejected from the event without a refund and banned from playing at any Combat event in the future.


FPS Limits 

All weapons used will have to pass a chronograph test using the weight BB you intend to shoot:

  • Full Auto weapons, Pistols & Shotguns MAX 1.14 joules (Semi only within 5 meters)
  • Semi Auto Locked (DMR's) MAX 1.88 joules (20-meter MED)
  • Bolt Action Rifles MAX 2.32 (20-meter MED)


Resupplying Ammo


Players can only resupply from a designated resupply point. Loose ammo can be carried on your person but only reload at the designated resupply points. Resupply points are in the game area meaning you are in play while you reload so medic/respawn rules apply.

  

Grenades & Pyrotechnics


Only pyrotechnics designed for Airsoft use are permitted. No homemade pyro! 

  • MAX MK5, 9mm or equivalent inside built up areas.
  • MAX MK7/Mag flash or equivalent in outdoor areas.


Different types of grenades have different rules associated with them, but all pyrotechnics share the same safety rules.

  • Do not cook off grenades. Ignite and throw immediately. Always follow the manufacturer’s instructions.
  • Do not kick away or pick up grenades whether detonated or not. The only exception is if it is a reusable grenade such as a blank firing device you own and are retrieving. Wait until a firefight is over before retrieving your device. Do not get in the way of others just to pick up your device.
  • If a grenade fails to detonate it is a “dud” and must be treated as Un-Exploded Ordnance (UXO) and reported to a marshal for retrieval and disposal. Never return or retrieve any UXO yourself.
  • Pyrotechnics made from metal or plastic must be thrown under arm and not lobbed overhead height. Single use pyro like MK5 thunder flash or other cardboard pyro can be thrown over head height.
  • Grenades only enter buildings through doorways never be thrown over walls.


Frag Grenades

Frag Grenades are defined as grenades that explode such as Flash Bangs, Frag Grenades, Blank Firing Grenades etc.

  • Frag grenades have a 5-meter KILL RADIUS. Any player within the radius when it detonates (whether enemy or friendly) are automatically dead regardless of medic rules and must return straight to respawn.
  • Players behind “hard cover” such as walls, bunkers, vehicles etc with their body fully concealed by the cover at the point of detonation will be safe from frag grenade effects. 
  • Players behind “soft cover” such as bushes, tarps, tall grass, behind small trees etc are not safe from the effects.
  • Players inside the same room as a frag grenade when it detonates will be killed automatically unless behind hard cover.


40mm UGL Rounds/TAG Rounds

Rounds launched from grenade launchers such as TAG 40mm rounds (pyro only not chalk or dummy rounds) are considered frag grenades and have the same rules.

  • UGL rounds should always be launched with the barrel at an elevated angle so the round falls onto a target, never shot directly at another participant. UGL rounds should always be fired from a safe distance to the target never from ranges closer than 30 meters.
  • UGL rounds cannot be shot into or out of building windows and doors.
  • UGL rounds should never be fired from one room into another when clearing a building.

  

Mortars

Acceptable mortars are rounds specifically designed to be fired from a mortar tube such as TLSFX/FBS 32mm single bang mortar round.

  • Mortar explosive rounds have the same kill rules as Frag Grenades and UGL rounds. Mortar smoke rounds are for effect only and non-lethal.
  • Rounds should always be launched from the mortar tube according to manufacturer instructions.
  • Rounds should never be launched directly at a person but like UGL rounds launched so the round falls onto its target.
  • Mortars are limited to 5 mortar rounds.


Electronically Detonated Pyro (Maroons)

Acceptable electronically detonated pyro is any electronic fired pyro designed for use in Airsoft such as FBS MK5 electronic maroons.

  • Whether remotely or wire detonated once armed the trigger man must remain eyes on to ensure the device is not detonated unsafely e.g. a participant is not lying on top of it. 
  • Triggered pyro must be placed on top of the ground at floor level never buried in rubble or other debris that can pose a shrapnel risk to participants.
  • Electronically detonated pyro uses the same kill rules as frag grenades and UGL rounds.
  • Electronically detonated pyro are to be counted as part of your grenade allowance (max of 3).


Trip wires

Trip wires may not be used to detonate pyro or create obstacles as they pose a significant trip risk.


Blank Firing Weapons

In order to immerse you in the event blank firing weapons will be used by Combat staff, mounted on vehicles and pre-approved participants bringing their own blank firing weapons. If you wish to use a blank firing weapon, please contact us prior to the event so we can discuss adding you to the pre-approved list.

  • Blank firing weapons will not be used inside buildings or enclosed spaces.
  • Players receiving fire from a blank firing weapon must act like it is real incoming fire and get to cover. If you can see the person shooting the blank firing weapon and they are aiming in your direction get yourself and teammates into cover. 
  • Any player who fails to react to incoming fire from a blank firing weapon by taking cover and making their movements more concealed and tactical to avoid fire will not be acting in the spirit of the game which will have consequences for you.
  • You do not have to call a hit from a blank firing weapon they are purely used for atmosphere and to encourage a reaction, but you can call a hit if you want to.

  

Hit Taking & Cheat Calling


Everyone is to call their hits, NO EXCEPTIONS!

Use common sense when calling hits making it clear you are hit by shouting “HIT” loudly and “DEAD MAN COMING OUT”/” DEAD MAN WALKING” especially if exiting a building under contact.


Cheating will not be tolerated.

Cheat calling will also not be tolerated, if you have a problem with a player not calling hits report it to a marshal or up your chain of command immediately in a calm manner.

Abusive or aggressive behaviour of any kind towards players or Combat staff will result in immediate removal from the event without a refund.

When hit follow the medic rules below.

There is no surrender or “Bang Kill” rules.


Medic Rules


Each player will be issued 2 armbands corresponding to their team colour. These are to be worn (1 on each arm).

When hit each player will have one chance to be revived back into the game.

When you are hit drop to the floor or sit against a wall and continuously call for a medic LOUDLY, act out the wound it makes it more realistic and fun. Hold an armband in the air so enemy can see you are hit. 

Do not reload your weapon, shoot, or do anything other than call for a medic. Live players may inadvertently shoot you thinking you are a threat.

  • 1st Hit- Any teammate can revive you by re-applying the armband around your upper arm.
  • 2nd Hit- YOUR DEAD go to respawn and hold armband in air while walking to respawn point.
  • Frag Grenade, UGL or Mortar – Cannot be revived, YOUR DEAD go to respawn and hold armband in air while walking to respawn point.
  • Bleed Out- Any time after a minimum of 5 minutes of being hit you have bled out and are dead. You may remain wounded after 5 minutes if a teammate can feasibly get to you.


YOU CANNOT HEAL YOURSELF, ONLY A TEAMMATE CAN REVIVE YOU.


Carrying Other Players

Some missions may require you to carry wounded to a position or in some situations it may be easier to carry wounded teammates to safety to revive them.

The following methods for moving wounded are acceptable:

  • Dragging or shoulder carrying the wounded (with their consent first).
  • Simulate a two person carry with two buddies each with a hand on a shoulder of the wounded player walking not running. The two players can still shoot one handed if they can shoulder their weapons.
  • Simulate a one man carry by getting a live teammate to place both hands on the wounded player’s shoulders and walking not running.


If a player “carrying” a wounded player is hit, they are also hit and must put down the wounded player and act wounded themselves.

  

Respawn Points


All respawn points are neutral. 

This will be marked off area on the game area boundary containing a clock with Red/Blue/Yellow sections. All are neutral respawn points and can be used by any player from either team throughout the event, but the respawn clock must be observed. You can only respawn when the minute hand of the clock is on your team colour, if it is on the opposing teams colour you will be locked in until it changes. You cannot respawn at your teams FOB/HQ.


Searching Enemies for Intel

DO NOT stop and search enemies (dead or alive) for intel.


Fighting in Buildings

All of our buildings do not have a physical roof/ceiling , this is to allow smoke to vent from the building. All building’s are to be treated as if they do have a roof, grenades cannot be thrown/shot over a wall into a building. 

  • No blind firing of any kind at any time. You must be able to clearly see what you are shooting at looking down the length of your weapon. 
  • If you cannot fit your head through a gap, you cannot stick your barrel through to shoot, you must observe the 2-yard rule and take 2 steps back from the gap in order to shoot through.
  • No full auto, single shot only inside buildings. You may fire out on full auto and into buildings on full auto but only if the target is further than 10 meters and using short, controlled bursts only not sustained fire.
  • LMG/Support Gunners must transition to secondary weapon (pistol or shotgun) before entering buildings.
  • Do not climb over walls or through windows. You may only peek over a wall if you can jump high enough or there is a step beside the wall you can safely stand on not a pile of rubble.
  • Do not pre-fire when coming around corners you must have your target in your sights before firing. You may inadvertently injure someone or shoot a civilian character or marshal.


Lasers / IR Illuminators


Lasers both visible and IR are permitted but must not exceed a power of 5mW Commonly known as Class IIIa or 3R. Lasers of any power should never be aimed directly at a person’s face and only be used for a max 1 second burst.


Detaining People


Sometimes objectives may require you and your team to detain a specific individual. This will usually be a volunteer or actor so remember to remain respectful of their wellbeing.

If you detain a person, you MUST:

  • Inform the detainee they will be searched before they are handed to extraction team.
  • Conduct a search in a respectful manner and hand all items which must go to extraction team.
  • Restrain the detainee. Plasticuffs may be used but hands should be in front of body not behind.
  • Move the detainee and their effects to the location ordered.
  • Keep under guard until extraction team arrives to transport detainee to interrogation.

DO NOT

  • Cover their face.
  • Physically/Verbally abuse them (they are only acting)
  • Subject them to stress positions.
     

Civilian Population (CIVPOP)


Civilian population characters are non-combatants and are identified as wearing civilian clothing with no tactical equipment such as vests, webbing or weapons. CIVPOP are there to enhance your experience.

  • You may interact with the civilians and try and obtain intel from them by conversation, but you must not force information from them by holding them at gunpoint or shooting them.
  • Treat civilians with respect they may have the valuable piece of intel you need to complete your objective.
  • If a civilian is believed to be a threat to you or your squad mates use caution.
  • If you are ordered to detain them follow the Detaining People procedure above.
  • Any player indiscriminately shooting CIVPOP for fun will be seen as not acting in spirit of the game and may be ejected from the event without a refund.


Vehicles


  • Only vehicles provided by Combat are allowed to be used. Do not bring your own team vehicles.
  • All vehicle crews must keep eye protection on when inside the vehicle. 
  • Smoke deployed directly in front of a vehicle will bring the vehicle to a halt. All players in vehicle must exit. Vehicle cannot proceed until smoke has cleared.


Entering/Exiting Vehicles

  • Take care entering/exiting vehicles.
  • Players exiting a vehicle can engage/be engaged.
  • Players can shoot from and into vehicles while in motion. Hit players are to wait until vehicle has stopped and be removed from vehicle before a medic can treat them.


Destroying Vehicles

  • All vehicles can be destroyed by eliminating all of the vehicle’s occupants. Once done so the vehicle will be considered destroyed and RTB.
  • Vehicles respawn time is 30 minutes after RTB.


Comms


Comms are a great tool on any event and basic comms discipline must be adhered to in order to get the most out of your communications. All frequencies detailed in the player packs are covered within Combat Airsoft’s Radio licences.

Team comms frequencies will be detailed in your player pack which you receive when you check in at the event.

All players are allowed to have radios to communicate with the other players within their team, however listening to, jamming or spamming/trolling enemy frequencies is considered cheating.

Radio Etiquette

We don’t expect you to have an in-depth knowledge of how to correctly communicate on a radio just a basic level of understanding.

  • Only use your comms when you need to, don’t hog the frequency with idle chit chat.
  • Keep message short, clear and to the point, don’t ramble.
  • Think about your message before you send it, incorrect information can be the difference between achieving and losing an objective.
  • Think of and communicate a call sign, this helps teammates identify you.

  

Administration Items/Emergency Procedures


Command and Control

A command-and-control area is set up on all events. The command-and-control area is where game organisers, tech services and the first aid station is located. If you require assistance that the marshals cannot give you in the field report to command and control.


Leaving Game Area

For safety as well as game management reasons you may not just leave the game area without reporting to a marshal. If you are cleared to leave the game area all players must report to the command-and-control area to sign out and must report back into command and control when they return.

If you leave the game area without signing out with the command and control, you will not be allowed to re-join the event and may have to wait at your vehicle until the end of the event. You will not be given a refund in part or in full if you fail to follow this procedure.


Emergencies / Ceasefires

In the event of an emergency on the game field call for a marshal immediately. The marshal will assess the situation and if required call a ceasefire. If the emergency is severe and no marshal is immediately available call ceasefire yourself. 

Please do not call a ceasefire for minor issues that do not pose a risk to you or someone else’s health/wellbeing. 

In the event a ceasefire is called follow the below procedure:

  • Shout 'CEASE FIRE' as loud as possible
  • Point barrel of weapon at the ground
  • DO NOT fire your weapon.
  • Stay where you are, do not move or walk around. When the marshal team is satisfied the emergency is dealt with game on will be called.


Evacuating the Area

In the event an evacuation is required a siren will sound. Immediately exit the area and move in a calm manner to the assigned assembly point. (MAIN CAR PARK)


Early Finish

Sometimes it may be necessary to end an event early. While every measure is taken to prevent this happening unfortunately sometimes it may be unavoidable. Should the decision be reached by the admin team to end the event early due to elements out of their control such as but not limited to, adverse weather, safety concerns or player behaviour, players will be notified immediately via any means available.

In the unlikely event an event is stopped before at least 50% of the planned time has elapsed a partial refund of up to half of the ticket price will be offered with the rest retained to cover operating costs for time spent so far.

Please note should any refund be processed; it may take up to 14 working days to process.


Photography

Photography and videos for personal use are permitted.

Now you have read the rules let's get booked IN!

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