Blasters are constantly improving; 3D printing is on the rise; Different brands and types of ammo are always coming available.  We realized we need to keep up with the ever evolving world of dart blasters and here are the latest Dystopia Rising Network Guidelines.

We’ve done a ton of math and have passed countless rounds over a chronograph. We’ve tried multiple brands of ammo and used multiple blasters to be as thorough as possible.

Through all of this work the following guidelines have been reached for the Dystopia Rising Network for blasters moving forward.  For local and branch specific guidelines that may vary between locations, please see their local websites.

The basis for measuring Dystopia Rising safe blasters will be shifting to FPS limits moving forward and FPS limits will be based on projectile type.

Full length & half length darts 130 FPS
Rival rounds - 110 FPS
Mega Rounds - 90 FPS

Ammo / Projectiles will have an approved list. Projectiles on this list meet the criteria for what is considered safe at the above posted FPS limits.

Homemade projectiles and at home cut down darts will not be allowed.

As new projectile brands and types come out, the list can be updated to reflect this.

The current approved list of projectiles/ brands is as follows.

Full Length:
Nerf Elite (NE)
Nerf Accustrike (NA)
Koosh Darts (KD)
XShot (XS)
Dart Zone Bamboo (DZ)
Adventure Force (AF)
Worker (W)

Half Darts:
Worker Gen 1-3 (W1,W2,W3)
Dart Zone Bamboo (DZ1/2)
Adventure Force (AF1/2)
ACC Gen 3 (AC)

Rival Like Ammo:
Nerf Rival (NR)
Headshot (HS)

Mega:
Nerf Mega
Nerf Mega Accustrike

Blaster testing moving forward:

  • All blasters should be tested by chronograph, on site by a Dystopia Rising Safety Guide.  Ideally each test will consist of firing 10 rounds through the chrono, though 5 rounds is acceptable at local operator’s discretion to facilitate long lines.  Firing less than 5 rounds is not recommended.

  • When a blaster is tested, it should be tested with the ammo type and brand a player plans to use throughout the event. 

  • The initials of the ammo (listed above in parentheses) that the blaster was tested with should be written on the weapons tag. 

  • If a blaster is firing near the upper limit (110-120 FPS) it should be noted on the weapon tag. 

  • If a blaster has a spring change, or a different power source put in, or a player buys a new ammo brand, it should be retested.

  • Battery operated blasters should be retested after battery replacement

  • If in the field, if complaints are heard of a blaster hitting too hard, the ammo being fired and notes on the tag will be checked.  If these things check out, the weapon and ammo used should be retested using the chronograph. 

Please note that making any internal modification, swapping springs, or ammo and replacing batteries with a higher voltage battery without removing the weapon tag and having the weapon retested the blaster is a safety violation.


When selecting a Blaster for Physrep please be sure to check the box/ website of the blaster you wish to purchase. Major retailers such as Walmart and Target offer Aventure Force blasters, such as the MK 1.1 pro. This blaster can easily fire 150+ FPS out of the box. These blasters can usually have their spring downgraded or other mods to allow them to pass a safety check.

Blaster construction and mechanics:

Spring powered and Flywheel blasters are both currently approved blaster types.

Pneumatic and compressed air/ gas powered blasters are not allowed at Dystopia Rising.

3D printed blasters should be checked to ensure they are of rigid construction, This is very seldom an issue, but if it feels as though it may break / snap while priming the blaster it should not be allowed at an event. Additionally checked will be any 3D printed parts to ensure there are no outward facing sharp / pointed edges that could cause injury should someone accidentally run into it or slip and fall onto it.

We strongly recommend neon orange muzzles for all blasters at an event. Please check local laws that may require this. In the community, SCAR barrels are also becoming popular. These generally improve the accuracy of the projectiles at the sacrifice of a few FPS (5-10 on average) Please be aware that if a blaster is firing near the 130 FPS maximum with a SCAR barrel attached, if that barrel attachment is not semipermanent, without the barrel it could fire over the recommended safe FPS limit and will be considered a safety violation.

Thank you for the math, research, testing, and data analysis performed by Alex Chaney and Damien Burke.

Questions, concerns or clarifications should be directed to Jeff@DystopiaRising.com

8/2021