GENERAL RULES
1.1 Airsoft
is a game of HONOR. Please call YOUR OWN
hits!
1.2 DO NOT
call
opposing team players out. Calling
opposing players out is poor
sportsmanship and your side will be
penalized if a game staff member
witnesses the event. (One
Exception: 3.5.3)
1.3 Players
caught attempting to cheat will incur
penalty points for their side, and may
be ejected from the game and barred from
future events.
1.4 Players
who attempt to steal, cause bodily harm,
or otherwise break the law will be
referred to local law enforcement
officers and barred from future events.
1.5 Subordinate players should observe and
respect ranks and the event Chain of
Command (NCO's and Officers).
1.6 Ranking
players should recognize that this is a
game.
Rank is a tool to provide structure for
an enjoyable game. Have fun, and
remember you have a responsibility to
help your subordinates to have fun as
well.
2.1 Eye
protection (5.4)
must be worn at all times while in a
playing area.
2.2 If a
player loses his eye protection or has a
medical emergency, he/she should
immediately call "Blind Man." Game
supervisors will immediately signal a
pause in the game until the affected
player pronounces "All Clear", at which
point supervisors will signal the game
to continue. In the absence of game
supervisors, nearby players should wave
their red rags in the air to indicate a
blind man call. Once the affected player
pronounces "All Clear", players should
return their red rags to their pockets
and yell "All Clear."
2.3 NO BLIND FIRING.
You must be able to see with your own
eyes where your gun is pointed (no using
mirrors or devices to shoot around
obstacles).
2.4 Knife
kills with a rubber knife (such as cold
steel) are allowed. A swiping motion,
or tap on an opponent's shoulder, is
allowed (and is considered a kill?).
Stabbing motions with knives are
forbidden, as are motions towards the
face, throat, or groin of any player on
the field.
No other materials
knives are made of, such as ABS or wood
will be allowed.
2.5 HIT RULES
2.5.1 If a
player is hit ANYWHERE: You’re KIA. Gun
and gear hits count. (Exception, if
playing by medic rules 2.5.3).
2.5.2 When
KIA by pellet/rocket/grenade/mine, or
otherwise wounded/removed from combat,
players should immediately do the
following:
a. Raise
your hand and yell hit, wave your red
rag above your head momentarily, then
tie it around/through the front sight of
your rifle or attach it to your head in
a SECURE fashion. Expect to be hit
multiple times while doing so - in the
chaos of combat fellow players rarely
have split-second trigger control.
b. Assume a
non-combative posture and quickly remove
yourself from the area (no waiting).
c. Return
to your designated respawn point.
d. Return
your red rag to your pocket/pouch once
your respawn time is up.
e. Please
keep in mind most players cannot hear
you. Your raised arm, and red rag is the
first and most important sign of being
hit.
f. Red
ballcaps are not acceptable substitutes
for red rags. The red rag rule is
intentionally "inconvenient" so players
will not forget. If it helps, add a
patch of velcro to your red rag.
2.5.3 When
playing with medics, a hit on the arm or
leg will constitute as a wound. Players
must still yell
HIT, loud and clear, raising
his/her hand in the air while the other
hand gets the red rag out. After the
red rag has been placed on their head,
they can then call for a medic. Medics
(assigned before the day’s game play)
will have 2 minutes to get to the
wounded operator, and place a bandage
around his/her arm to heal the operator,
allowing them back into the game. Any
hit on that operator at that point will
be a kill shot, and the operator will
need to go back to their respawn to get
back in the game.
2.5.4 A
wounded operator can be moved by a
teammate or medic to a safe location, to
heal that operator.
2.6 "BANG BANG!"
2.6.1 If a
player enters a close range situation
where firing his weapon could result in
unnecessary harm to an opposing player,
AND he/she has the target "dead to
rights," use the "Bang, Bang!" rule.
2.6.2
"Bang! Bang!" is a safety call ONLY. It
is NOT a
way of killing someone tactically.
2.6.3 If a
player says, "Bang! Bang!" to you, you
should honor the call and immediately
pull out your red rag. If said player
was particularly sneaky, it is
appropriate to honor the kill by
"quietly dying" to not give away that
player's position.
2.6.4 Do
not use "Bang Bang!" in a situation
where it could be disputed by a fellow
player (no frontal assault “Bang
Bangs”). If you do not have the target
"100% no chance of survival/dead" from
the side, or from behind, closer than 20
feet from the opposed player, do not say
"Bang! Bang!"
DO NOT:
EX 1: You
see multiple players from a distance;
run though the group yelling "Bang!
Bang!" at everyone.
EX 2: You
are hidden behind a bush, and opposed
player approaches from the front. You
call out "Bang! Bang!" before he/she
reacts.
EX 3: You
come around a bush and immediately face
to face with another player less than 20
feet from you. DO use PARLAY (2.7)
instead.
2.7 PARLAY
2.7.1 If
two players encounter each other at 20
feet or less in the forward arc, one
should call "PARLAY" and back off 20
paces. This is a safety call to avoid
point blank exchanges.
2.7.2 Calling "PARLAY" means you have
surprised an opposing player in a
dangerous situation and should
immediately back off.
2.7.3 DO NOT
place yourself in a position where an
opposed player's only choice is to
accidentally stumble into you and force
a parlay call.
2.8
RESPAWN
2.8.1 After
being hit, all players should
immediately return to their designation
respawn area. Do not wait unless you
have an emergency which prevents you
from moving.
2.8.2 Main
respawns are a “No fire zone”. There
will be no firing any weapons within 100
feet of the main respawn. Main respawns
will be clearly marked using yellow
caution tape. When players are KIA, and
use the main respawn, it will take no
less than 3 minutes to respawn back into
the game.
2.8.3 Respawn camping is not allowed. If you
respawn camp (setting up position to
shoot your opponent as they leave the
100 foot respawn safe zone), you will
cost your team points, and may be asked
to leave the game.
2.8.4 Mobile respawns are respawns not marked
by caution tape, and respawn time is 1
minute, and the respawn time will begin
by touching the respawn flag. Each side
will have 1 mobile respawn to use for
the game. Anyone in the mobile respawn
area without a red rag on is considered
a live player, and can be engaged. To
use a mobile respawn, your team must
secure an area for no less than 5
minutes, and once moved to that area,
the mobile respawn, can’t be moved again
for a minimum of 20 minutes. Mobile
respawns can be destroyed, by simply
removing the enemy’s flag from its
stand, and laying it on the ground. If
a team destroys an enemy mobile respawn,
it cannot be used for 1 hour, and must
be returned to its owning teams main
respawn before it can be used again.
3.1
CHRONO AND VELOCITY/ENERGY LIMITS
Using .25
(6mm) BBs:
OK < 366 fps
Caution 366-376 fps
NO GO > 376 fps
SNIPER CHRONO
3.1.4 All sniper weapons will be
chronographed using .34 gram BBs
(8mm/6mm) or .36 gram BBs.
Using .34
gram (8mm/6mm) BBs:
OK < 448 fps
Caution 448 - 460 fps
NO GO > 460 fps
Using .36 gram (8mm/6mm) BBs.
OK < 436 fps
Caution 436 - 447fps
NO GO > 447 fps
3.3
HAND GRENADES
3.3.1 No
metal grenades, paintball grenades, or
hard objects may be used. Only rubber,
plastic, or Escort style grenades will
be permitted.
3.3.2 Each
player is allowed to carry up to 2
grenades on their person at any one time
(extra may be left at a main respawn).
3.4
MINES and BOOBY TRAPS
3.4.1 Spring loaded or gas powered BB grenades
(BB showers) and mines are allowed. If
a player is hit by a BB from such a
device, it is considered terminal.
3.4.2
Any other kind of booby trap
MUST be
approved prior to the event.
3.5
AREA EFFECT/BLAST RADIUS
3.5.1 Hand
Grenades, rockets, booby traps, and
mines are defined as area effect
weapons.
3.5.2
Area
Effect Weapons kill all players within a
15 foot radius of their triggering,
regardless which side activated them
with the exception of claymores, which
is a directional weapon (see 3.5.7).
3.5.3
The
player at the center of the blast radius
calls out all other players, regardless
their side. This is the
ONE exception
to Rule
1.2.
3.5.4 Only
hard cover protects you from an area
effect weapon. Hard cover includes a
stone wall, a bunker, a building wall or
similarly completely obscuring terrain.
Trees, bushes, shallow ditches, and
other players are NOT hard cover.
3.5.4 Hand
Grenades blast radius is determined from
the point of landing. Hand Grenade BBs DO NOT have
to strike a player to count as a kill.
3.5.5 Rocket blast radius is determined from
the point at which it rests, unless it
strikes a vehicle.
3.5.6 If a
rocket destroys a vehicle, the vehicle
is considered the blast radius center.
3.5.7
Airsoft Claymore Mines are classified
directional weapons (NOT area effect),
and their BBs must strike the target to
count.
3.6 Low
temperature (160° F max), internal
burning smoke grenades may be used if
proper precautions for fire prevention
are taken and team captains (once again
-DN) are notified in advance.
5.4
EYE PROTECTION
5.4.1 Eye
protection must have a rubber/foam/soft
material seal that closely conforms to
your facial features.
5.4.2
Eye
protection must be secured against the
head via tight elastic or adjustable
strap that pulls flush against the head.
5.4.3
Eye
protection should be ANZI Z87.1
compliant or better. This standard is
usually posted either on the packaging
or on the manufacturer's website.
5.4.4 Mesh
goggles should be made from stamped
steel and not deform from repeated close
range hits. We recommend players test
their mesh goggles in a careful
controlled environment before attending
an event with this type of goggles/face
protection.
6 –
NIGHT MISSIONS
6.1 Night
mission attendees must have a tracer
unit, tracer magazine, or a tracer hop
up to
participate.
Alph
Co. team members must use a green tracer
BB only.
Bravo Co. must use an orange tracer BB
only.
6.1.1 Pistols may be used in night missions,
and do not require a tracer unit, or tac-light
to be used.
6.1.2 Night
missions will obviously be dark, and
hard to see, so instead of using a red
rag, a
must be used, NO
EXCEPTIONS.
6.1.3 Sniper rifles are not allowed in the
night missions, due to high velocity and
100 foot engagement rule.
The most important rule of all is to
have fun!