Conquest 27

Ehasa will organise the Conquest 27 airsoft event in Vihtijärvi on 3 October 2026.

Date3 October 2026
LocationVihtijärvi
Game time12:00–18:00
Age limit12 years

Conquest 27 at a glance

Conquest 27 is a one-day airsoft event where Northern Royal Guard and Coalition of Nordberg fight over electronic capture points. During the game, both factions receive several interactive and immersive missions.

Game flow and scoring

The two factions familiar from Battlegroup events, Northern Royal Guard and Coalition of Nordberg face each other again and fight to capture and hold Ehasa’s electronic capture points.

Points earned from missions and capture points are shown in Ehasa’s Status system. More information about the factions and their background is available on the Battlegroup website.

Status system Ehasa Discord
Airsoft players in the Vihtijärvi game area

First airsoft event?

We have collected practical tips for new players. They were written for Battlegroup, but most of them also apply to Conquest.

Arrival, equipment and services

Parking

Follow the parking signs at Kytäjäntie 554. Leave an empty space after every few vehicles so other vehicles can pass.

Required equipment

Bring approved eye protection, a large orange death rag and two faction-coloured armbands. The armbands must be at least 30 mm wide and go all the way around the arm.

Age limit

The age limit is 12. Younger players may be accepted case by case when playing with participants who meet the age limit.

HPA fills

Small cylinder €6 and scuba cylinder €22 (incl. 25.5% VAT). Fills are sold at the check-in area.

Squads and roles

A squad may have no more than two machine guns and/or DMR weapons in total. Every player using a machine gun or DMR weapon must have the corresponding separate ticket. In Kuulaportti, machine gun and DMR tickets are selected as separate factions. Medic, Engineer and Anti-tank roles require a squad of at least six players and a squad leader.

Food sales

Food is sold by BRGR.in, familiar from previous Conquest and Battlegroup events.

Factions

Choose Northern Royal Guard or Coalition of Nordberg when registering.

Northern Royal Guard

Northern Royal Guard

No faction commander has been selected yet. Applications are accepted by email.

Coalition of Nordberg

Coalition of Nordberg

No faction commander has been selected yet. Applications are accepted by email.

Rules

These rules are based on Ehasa’s regular event rules. Read the full rules even if you have attended previous events.

Full auto is restricted

Full auto may only be used by fixed machine guns mounted on in-game vehicles (if vehicles are used in the game) and players who have purchased a separate machine gunner ticket. The maximum rate of fire is 25 rounds per second (25 rps). Double-trigger and binary-trigger configurations count as full auto.

Biodegradable BBs

Only biodegradable BBs may be used in the game.

Making a fire

You can only make a fire at a ready campfire site designated by the organisers. Fire restrictions must always be followed.

Roles and restricted weapons

A squad may have no more than two machine guns and/or DMR weapons in total. Every player using a machine gun or DMR weapon must have the corresponding separate ticket. In Kuulaportti, machine gun and DMR tickets are selected as separate factions. Medic, Engineer and Anti-tank roles require a squad of at least six players and a squad leader.

Grenades

Explosive hand grenades are prohibited. Gas- and spring-powered BB grenades are allowed. Smoke is used only by the game masters.

Respawn

Respawn at xx:00 and xx:30 from your faction area or a friendly alphabetically marked capture point.

Event-specific restrictions take precedence over Ehasa’s general rules.

Game on, game off and game over

  • The game starts with a Game on call by the game masters.
  • The game can be stopped with a Game off call and continued with a new Game on call.
  • Inform the game masters about any accident or other situation that requires the game to be stopped.
  • Also inform the game masters about bystanders in the game area who are not expected to pass through quickly.
  • The game ends with a Game over call by the game masters.
  • Every game-related call must be repeated.

Eye safety

  • Only approved safety goggles or masks suitable for airsoft are allowed. “Rocket glasses” and poor-quality airsoft goggles are not accepted.
  • Eye protection must be worn at all times during game time, including at respawn points and in the common offgame area.
  • Ballistic glasses are only allowed for players aged 18 or over at Ehasa events.
  • Using a mouth guard is recommended.
Example of approved eye protection

Muzzle velocity limits and special weapons

  • Regular weapons: maximum 1.7 J. Semi-automatic fire only.
  • Machine guns: maximum 2 J and 25 rounds per second. Full auto may only be used by fixed machine guns mounted on in-game vehicles (if vehicles are used in the game) and players who have purchased a separate machine gunner ticket.
  • Semi-automatic sniper rifles (DMR): maximum 2.5 J. Using a DMR weapon requires a separate DMR ticket.
  • Heavy semi-automatic sniper rifles, such as the M82 Barrett: maximum 3 J.
  • Bolt action sniper rifles: maximum 4 J.

Attention

  • Biodegradable BBs are mandatory.
  • Players using weapons over 1.7 J must carry a secondary weapon, preferably under 1 J, for close-range situations.
  • The game masters carry out spot chronograph checks at the bases and in the field. Weapons are tested with the player’s own game BBs and the result is calculated in joules.
  • HPA adjustment valves must be sealed with a seal supplied by the player. If the seal is removed or lost, the weapon must be chronographed and sealed again.

Machine guns

Full auto may only be used by fixed machine guns mounted on in-game vehicles (if vehicles are used in the game) and players who have purchased a separate machine gunner ticket. The maximum rate of fire is 25 rounds per second (25 rps). Full-auto capability does not need to be mechanically disabled in other weapons, but it must not be used. Double-trigger and binary-trigger configurations count as full auto. These restrictions are intended to increase infantry movement during the game.

A machine gun must represent a real-world light or heavy machine gun, such as an M249, M240, RPK, M60, PKM, MG36, HK21, AUG HBAR, M27, Stoner or Trident LMG. Accessories matching the real weapon, such as a box or drum magazine, bipod, suppressor or optic, help distinguish it from a standard assault rifle.

Example of a machine gun Example of a machine gun Example of a machine gun Example of a machine gun

Semi-automatic sniper rifles (DMR)

A semi-automatic sniper rifle must represent a real-world semi-automatic sniper or designated marksman rifle, such as an SVD, M14 EBR or SR25. It must have a magnifying optic, and a bipod is recommended. Using a DMR weapon requires a separate DMR ticket.

Requirements in order of priority:

  1. The weapon should represent a real-world semi-automatic sniper or designated marksman rifle, such as an M14, SR25, SVD or SPR.
  2. The weapon must be equipped with a magnifying optic, such as a rifle scope, ACOG or shortdot.
  3. The weapon must have a long barrel with a total length of at least 16 inches, for example on an AR-platform rifle. A shorter barrel must be extended with a suppressor. Suppressors are also recommended on other DMR weapons.
  4. A bipod is recommended, especially on weapons that would otherwise resemble a standard assault rifle, such as an L85, M4, RK95 or AUG fitted with a standard barrel and suppressor.
  5. If you are unsure whether your weapon qualifies, send a photograph to info@ehasa.org.
Example of a DMR weapon Example of a DMR weapon Example of a DMR weapon Example of a DMR weapon

BB and magazine limits

  • Hi-Cap magazines are allowed in machine guns.
  • Hi-Cap magazines are not allowed in other weapons.
  • Biodegradable BBs are mandatory.

Hits

  • When you get hit, shout Hit loudly and place a large orange death rag where it can be clearly seen.
  • Clear ricochets do not count as hits.
  • A hit on a weapon carried by a player disables that weapon. Repair it by visiting your faction base or a respawn point.
Player displaying an orange death rag after a hit

Wounding

  • A wounded player has 10 minutes to be healed before bleeding out. A player may not bleed out early to avoid being searched by the opposing faction.
  • A wounded player can be knife-killed by touching the player with a hand and announcing the action. Do not shoot a wounded player lying on the ground.
  • A wounded player may call for a medic by voice or radio but may not communicate what is happening around them.
  • A wounded player may be moved to a safer location. The wounded player must not assist in the evacuation. Neither player may use a weapon or begin treatment during the move.
Moving a wounded player

Player roles and group size

  • Limited roles are Medic, Engineer and Anti-tank. There can be one of each role per squad, and roles cannot be combined.
  • A squad may have a total of no more than two machine guns and/or DMR weapons: one DMR weapon and one machine gun, two DMR weapons or two machine guns.
  • Using limited roles or weapons requires a squad of at least six players with a designated squad leader.
  • A smaller squad cannot use these roles or weapons. A larger squad does not receive additional roles or weapons.
  • Every player using a machine gun or DMR weapon must have the corresponding separate ticket. In Kuulaportti, machine gun and DMR tickets are selected as separate factions.

Healing and medics

  • A player can be healed once. The next hit sends the player to respawn.
  • Only a player marked as a medic or otherwise medically capable may heal a wounded player.
  • A medic patch or armband must be visible. You may make your own patch if it is at least 5 × 5 cm and has a clearly visible cross.
  • Healing takes two minutes. The medic cannot use a weapon during treatment. If treatment is interrupted, it must be restarted from the beginning.

Respawn and common offgame area

  • Eliminated players are strictly forbidden from sharing information they learned before being eliminated.
  • A common offgame area is available for storing heavier supplies and spare weapons.
  • You cannot respawn from the offgame area or use it as a safe haven. After leaving it, you must visit your faction’s respawn point.
  • Respawning takes place at the faction respawn area or at an alphabetically marked capture point controlled by your faction at xx:00 and xx:30.
  • You cannot respawn from a capture point while it is being captured.
  • Respawn points and the common offgame area are shown in the Status system and the Status Ehasa application.

Capture points

  • Capture points are marked alphabetically on the map.
  • Start capturing a point by pressing your faction-coloured button once. The capture time is 10 minutes.
  • A flashing light indicates an active capture. Grey means neutral and black means destroyed or offline.
  • After 10 minutes the device beeps. You then have one minute to confirm the capture by pressing your faction button again.
  • You may respawn from a capture point controlled by your faction when it is not being captured.
  • The current capture status is shown in the Status system.

Resource points

  • Resource points are numbered on the map.
  • They use the same 10-minute capture process as capture points.
  • You cannot respawn from resource points.
  • The current capture status is shown in the Status system.

Anti-tank mines

  • If vehicles are used in the game and anti-tank mines are available, the mines are simulated by wooden mines in faction colours. They are issued through the faction commander and are available in very limited numbers.
  • Only an Engineer may place or disable a mine. Placing or disabling one mine takes three minutes.
  • The mines can be used to block vehicles on roads. Mines placed by your own faction do not affect your faction’s vehicles.
  • A vehicle is destroyed if it drives over a mine or leaves a mine between its wheels. The vehicle cannot be repaired and its passengers cannot be healed.
  • A minefield may be bypassed if no mine passes under or between the wheels. Offgame vehicles may pass the mines.
  • Enemy mines must not be stolen, hidden, broken or moved farther than off the road, for example into a ditch.
  • It is forbidden to disguise mines or block roads with other objects.
  • Bring any additional mines found in the game area to the game masters.
Ehasa anti-tank mine prop

Engineers

  • Engineers can place and disable anti-tank mines, clear mission-related minefields and open objectives locked with simulated explosives. If vehicles are used in the game, Engineers can also repair destroyed in-game vehicles.
  • There may be one Engineer in a squad of at least six players.
  • An Engineer patch or armband must be visible. You may make your own patch if it is at least 5 × 5 cm and has a clearly visible wrench.
Engineer patch

Areas mined by the game masters

  • Parts of the game area may be marked as mined and movement through them is prohibited.
  • Minefields may be added or cleared through missions, so restricted areas can change during the event.
  • Active minefields are always shown in the Status system.
  • Mined areas are marked with minefield tape and clay discs representing mines.
  • If you accidentally enter a mined area, leave for a respawn point and wait for the next respawn. Deliberately entering a mined area results in removal from the game.

Grenades and pyrotechnics

  • Players are not allowed to use explosive hand grenades.
  • Gas- and spring-powered BB grenades are allowed.
  • The restriction is based on the amount of waste produced by explosive grenades and the event’s low age limit.

Artillery

  • Factions may have access to a limited amount of artillery.
  • Artillery is requested through the chain of command. The game masters represent a strike with small pyrotechnics, smoke or other effects.
  • The game masters determine the affected players and announce when the strike starts and ends.
  • If vehicles are used in the game, an artillery strike counts as one hit against a vehicle. The approximate area of effect is 50 × 50 metres.
  • Any requirement for hearing protection will be announced separately.

Smoke grenades and other pyrotechnics

  • Players are not allowed to use smoke grenades or other pyrotechnics.
  • Any requirement for hearing protection will be announced separately.

Bicycles

  • Players may bring their own bicycles. Bicycles must be military-looking or at least dark in colour, not brightly coloured.
  • You cannot destroy an enemy bicycle or touch another player’s bicycle.
  • Hiding a bicycle, deflating its tyres or otherwise damaging it results in removal from the game.
  • Eliminated players may use their own bicycle when travelling to a respawn point.
  • Players are responsible for their bicycles, transportation and safe use.
Bicycle brought to an Ehasa event

Common vehicle rules

If vehicles are used in the game, all drivers, crew members and other players must follow the rules below.

  • Any vehicles used in the game are designated as either in-game or offgame vehicles. Be especially careful near vehicles.
  • The owner accepts possible damage caused by BBs and other game projectiles and is responsible for all mandatory vehicle insurance.
  • The maximum speed is 20 km/h for in-game vehicles and 60 km/h for game-master vehicles.
  • Do not approach a vehicle while its engine is running unless instructed by its crew.
  • Enemy vehicle doors must not be opened.
  • Passengers may not shoot through openings smaller than a head. The owner must cover such openings.
  • If players shoot through windows, the windows must be fully open and secured before leaving the base. A window may be left slightly open for safety, but no one may shoot through that gap and hits entering through it may be ignored.
  • Hits on a vehicle-mounted weapon do not disable it. Normal hit rules apply to the gunner and passengers.
  • Parking lights or low beams must be on whenever the engine is running.
  • Transporting people on a trailer is prohibited.
  • A vehicle without a driver must be parked as far off the road as possible. At least three metres of free space must remain next to a vehicle left beside a road.
  • Vehicles may transport eliminated players as long as this does not cause confusion about the vehicle’s own game status.

Bringing your own vehicle if vehicles are used in the game

  • If player-owned vehicles are accepted for the event, contact the organisers in advance at info@ehasa.org before bringing one.
  • The vehicle must be dark matt green, black, grey, khaki or camouflaged and modified to look like a combat vehicle.
  • A vehicle may be fitted with one or more fixed machine guns and one grenade launcher. Vehicle weapons do not count against squad role or weapon limits.
  • Tarpaulins, sandbags, backpacks and other soft objects may not be used as protective walls. If a vehicle has a structurally fixed tarpaulin, the crew must count all powder-projectile hits to it even when the projectile does not break.
In-game vehicle at a Conquest event In-game vehicle at a Conquest event In-game vehicle at a Conquest event

Required vehicle equipment

  • Fire extinguisher.
  • First aid kit.
  • Oil-absorbent powder, container, tarpaulin or mat.
  • Large orange death rag or flag.
  • Valid insurance.
  • Working hazard lights.
  • A beacon or light disc placed on the bonnet where other players can reach it.
  • GPS tracker. The driver must use an Android phone with the Status application or rent a tracker from Ehasa. The rental price is €15 and tracking must be active whenever the vehicle is used.

Vehicle classes and markings

  • An in-game vehicle must be marked on every side with faction-coloured A4 paper or flags carrying an identification number at least 10 cm high, or with tape markings at least 21 cm high.
  • The class and vehicle ID are separated by a dash, for example 1-10 or 2-100.
  • Small ATVs and mopeds must be marked as clearly as their structure allows. The ID must be readable from 10 metres from the front or side.
  • Class 1: marking 1-VEHICLE ID, one-hit durability. All vehicles are Class 1 by default.
  • Class 2: marking 2-VEHICLE ID, two-hit durability. Selected by the game masters; the basic requirement is a fixed, rotating machine-gun turret providing 360-degree protection. A towable anti-tank gun with frontal armour may also qualify.

Registering an ingame vehicle to the event

  • If a player-owned vehicle is accepted for the event, it must be registered in advance through Kuulaportti.
  • Create separate Kuulaportti accounts for yourself and the vehicle, then purchase your own event ticket.
  • Return to the My ticket tab and register the vehicle under Vehicle ticket.
  • The vehicle receives an identification number of up to three digits. The same number remains in use at future Ehasa events.
  • The vehicle class is based on its equipment. The game masters confirm the final class no later than the on-site vehicle check-in and chronograph process.

When an ingame vehicle gets hit

  • Every hit requires the vehicle to stop safely for 20 seconds. The vehicle may use its weapons during this time.
  • A powder projectile must break and visibly mark the hit. A projectile that only bounces does not count, except against a vehicle with a fixed tarpaulin.
  • When the number of hits exceeds the vehicle’s durability, the vehicle is destroyed.

When an ingame vehicle gets destroyed

  • The driver sounds one long horn signal, switches on the hazard lights and orange beacon and displays an orange flag.
  • The driver and gunner are eliminated. Other personnel have 20 seconds to leave the vehicle.
  • The vehicle remains in place for at least five minutes before moving out of in-game traffic. The driver stays at the wheel and moves the vehicle if necessary to let an offgame vehicle pass.
  • A destroyed vehicle may be towed using a barricade-tape rope at least five metres long. Vehicles move only at walking speed, and one towing vehicle may move only one vehicle at a time.
  • An Engineer can repair a destroyed vehicle by touching its dashboard or front for 15 minutes. Full hit durability is restored. The next destruction is final and the vehicle cannot be repaired again in the field.

Destroying an empty vehicle

  • A clearly parked and abandoned vehicle can be destroyed by activating the light disc on its bonnet.
  • This method may not be used if personnel are inside or immediately next to the vehicle.

Anti-tank soldier

  • If vehicles are used in the game, they can be destroyed with an anti-tank mine or a 40 mm TAG Paladin or FINTap powder projectile. Only an Anti-tank soldier may use these projectiles.
  • The projectile must break and visibly mark the hit. A projectile that only bounces does not count, except against a vehicle with a fixed tarpaulin.
  • The Anti-tank soldier must wear a visible AT patch. You may make your own patch if it is at least 5 × 5 cm and has a clearly visible rocket.
  • Other projectiles, including homemade 3D-printed projectiles and other TAG grenade types, are prohibited and their use results in removal from the game.
  • The TAG Pecker training grenade may only be used for safe practice at the base.
  • Projectile muzzle energy may not exceed 40 J. Original TAG shells are permitted.
  • A projectile may not be fired from a vehicle unless the launcher is fixed to the vehicle. A dismounting Anti-tank soldier must have both feet on the ground before firing.
  • Use extreme caution around personnel in and near the target vehicle. An ATV or moped may only be fired at when it has clearly constructed protective armour, and the shot must be aimed directly at that armour.
Anti-tank equipment Powder projectile used against a vehicle

Radio-controlled aircraft/UAV/Drone

  • Players and game masters may use radio-controlled drones for ingame or offgame purposes.
  • A player drone must have faction-coloured markings underneath and the pilot’s contact details.
  • Do not interfere with a drone in any way. Any attempt to bring one down results in removal from the game.
  • The pilot must follow Traficom guidance and Finnish law.
  • The game masters and your faction command must be informed in advance. Contact info@ehasa.org.
Drone used at an airsoft event Drone used at an airsoft event

Communications

  • Players use their own VHF, UHF and PMR446 radios. Bringing a radio is recommended.
  • Yellow faction: PMR channels 1–2.
  • Blue faction: PMR channels 3–4.
  • Open to everyone: PMR channel 7.
  • Radio reconnaissance and radio jamming are prohibited.
Player radio

Armbands

  • Wear a faction-coloured armband on both arms. Your Kuulaportti player ID must be visible on both armbands.
  • Each armband must be at least 3 cm wide, preferably about 11 cm, and go all the way around the arm. A coloured hook-and-loop patch alone is not enough.
  • A player wearing a ghillie suit may wear the armbands on both legs, provided they remain clearly visible.
Faction-coloured armbands

Camouflage restrictions

  • Camouflage patterns are not restricted.

Other rules

  • Do not shoot through openings or gaps smaller than a head.
  • Blind firing is prohibited. The player must always see where the barrel is pointing.
  • You may not take part while intoxicated.
  • You can only make a fire at a ready campfire site designated by the organisers. You cannot build campfires in the game area.
  • Camping stoves, disposable grills and other appliances that produce heat against the ground must be used in accordance with wildfire warnings and rescue-authority instructions.
Safe conduct in the game area

Vihtijärvi game area

The game area is the same as in previous Conquest events. A road suitable for off-road vehicles runs around the area.

Previous Conquest events in Vihtijärvi

Open the Ehasa gallery

Register for the event in Kuulaportti

Payment instructions are sent by email after registration.

Presale35 €incl. 13.5% VAT
At the event45 €incl. 13.5% VAT
  • The event ticket can also be paid with ePassi, Edenred or Smartum sports benefits.
  • Cards, cash and MobilePay are accepted for purchases made at the event.
  • Bring cash as a backup in case the mobile connection is weak.
Register for the event
03 / 10 / 2026
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Participant list

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Contact us

Email and Discord are the best ways to contact us before the event. During the event we are available at check-in and by phone.

Register35 €