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  Past Events  |  Field Information  |  Field Reservations  |  Field Regulations  |  Waiver

 

Field Regulations

 

CHRONOGRAPHING

FPS limits will be strictly enforced. All weapons must be checked prior to the beginning of the game using .20 gram bbs for Rifles, Sub-Machine Guns, Pistols, and Support weapons. .25 gram bbs will be used for Sniper Rifles. You will be given 2 attempts consisting of no more than 3 shots each in which to chronograph within FPS limits. If your weapon is unable to chronograph or exceeds an FPS of 550fps, you will not be able to use that weapon in game.

Weapons will then have a colored zip tie attached to it classifying the weapon within a specific engagement limit. No weapons without zip ties will be allowed on the field of play. Any and all guns are subject to a chronograph test at any time deemed necessary by the event operator / observer. No graphite coated or metal BBs.

Any modifications made to a weapon after being chronographed found to increase your FPS will result in immediate removal from the event without refund.

EQUIPMENT

Player’s equipment must be in workable and safe condition. The event operators reserve the right to refuse the use of any equipment deemed unsafe. All players are required to have field-approved goggles / eyewear.

SAFETY RULES

All players must follow all safety rules set forth by the event operator. Any violation of these rules will result in the offending player being removed from the game without refund.

RULES OF ENGAGEMENT

OBJECT

Team members accumulate points by accomplishing mission objectives within the timeframes set by their Commander. The army with the most completed objectives wins.

STARTING THE GAME

Teams will be taken to their HEADQUARTERS by referees / commanders. The game begins when the HEADQUARTERS referee announces the start with a bang.

MISSIONS

  • Players will be divided into squads prior to and during the game. Squads / Players will be assigned missions or objectives by their Commanders to complete. If successful, the squad or players will earn points for their army. YOU MUST KNOW YOUR SQUAD ASSIGNMENT TO BE EFFECTIVE.
  • Missions to rescue P.O.W.’s require the rescuers to successfully remove the P.O.W.’s from their place of imprisonment and escort them back to their respawn unharmed.
  • Missions to destroy strategic targets require application of explosive by an engineer. Explosive must be in place for five (5) minutes, after which the engineer must return to the target and mark it as destroyed.

BEING ELIMINATED

  • A player is eliminated from play if a BB strikes any part of his / her body, from the top of their head of the tips of their fingers to the bottoms of their feet, as well as any equipment / gear.
  • Gun hits do not eliminate a player; however they do eliminate / make inoperable that weapon. The gun is unusable until the player gets back to their respawn or is eliminated.
  • When a player is eliminated he / she will call out “I’M OUT” OR “I’M HIT”. He will immediately place his dead rag on his head, render his gun mags free, and exit the playing area as quickly as possible. Eliminated players must exit either to their respawn, or the staging area. Players exiting to the staging area must use a designated exit route. No players are allowed to shoot at eliminated players.
  • When hit, a player at their discretion may call for a medic. The medic has five (5) minutes to reach the “hit” player and begin healing them. Failure to reach the “hit” player in five (5) minutes will result in that player “bleeding out” and must respawn. A medic must have physical contact with a “hit” player for sixty (60) seconds before that player is considered healed.
  • Equipment can be taken from “hit” players by other players so long as both agree to it.

Honor System

Airsoft is a game of HONOR and Sportsmanship. ALL players will strive to exemplify fair play and always call their hits, regardless of circumstance. In situations where a player isn’t sure, they should give their opponent the benefit of the doubt and simply call themselves out. If you are eliminated, you will not have to wait long to get back into the game. Call your hits! Cheating will not be tolerated in any form by any player. If you are caught cheating you will be ejected from the event, asked to leave and you will NOT get a refund. Period.

SPECIAL OPERATIONS

Assault Rifles, Sub-Machine Guns, and Pistols

All weapons but Snipers and Support Weapons fall under this category. Event operators reserve the right to turn away any setup deemed unsafe. Weapons may not exceed 420 FPS with .20 gram BBs.

  • 420 FPS – 351 FPS 25 foot engagement limit
  • 350 FPS – 1 FPS arms length engagement limit

SNIPERS

Sniper weapons must be semi-automatic (gas or spring). NO FULLY AUTOMATIC weapons of any kind will be allowed above 420FPS. Sniper AEG’s must be modified to be semi-automatic only. There are no exceptions. Any violation will result in immediate removal from the game without refund.

  • Minimum Engagement Range of 50 feet from your position
  • Sniper weapons must fire between 420 FPS and 550 FPS with .25 gram BBs. NO EXCEPTIONS.
  • Sniper sidearms must be under 420 FPS. This weapon must be used when an opposing player is within 50 feet of your position.
  • Armory Airsoft reserves the right to determine weapon eligibility. All decisions are final.
  • NO METAL BBs ALLOWED.

SUPPORT WEAPONS

Support weapons such as light machine guns, SAWs and heavy machine guns are limited to one (1) per squad. Support weapons may not exceed 420 FPS with .20 gram BBs.

  • 420 FPS – 351 FPS 25 foot engagement limit
  • 350 FPS – 1 FPS arms length engagement limit

MEDICS

Each team will have Medics designated by armbands with a red cross. Each medic will be given several strips of green cloth, which they must apply to a wounded player. This cloth must be tied around the point at which the player was hit, or an arm for sixty (60) seconds before that player is considered healed. A medic must reach a wounded player with in five (5) minutes; after which time that player has “bled out” and must return to their respawn. Any medic may heal any player in game, regardless of side. Medics are required to heal a captured P.O.W. if they have been hit prior or during capture. A wounded P.O.W. must be healed within five (5) minutes; after which time that player will be considered dead and must return to their designated respawn

  • If a player that is being healed is hit again, that player is immediately considered dead and must return to their respawn.
  • Medics cannot heal themselves
  • Medics not following first aid / medic countdown procedures will lose their medic ability and be ejected from play.
  • As a medic, you are responsible for returning your armband after the event. If you do not turn in the armband, you will be charged a replacement fee of $2.00.

P.O.W. RULES

1.      POWs may not be “killed” as a matter of convenience. Once you have committed to taking a POW, you have committed to taking care of them.

2.      Once a POW, a player will place their hands on their head, sling their primary weapon and render it mags free. For practical purposes, a POWs primary weapon will be considered destroyed and may not be used until that player has been returned to their respawn.

3.      POWs will be held for 15min at a POW camp, and then will be released back to their respawn, dead rag on, just like a KIA.

4.      Radios on a POW MAY NOT be used except in emergencies. A POW must switch off their radio upon capture.

5.      A POW may try to escape. If they try to escape but are re-captured before getting to friendly territory, and additional 15min will be added to their time.

6.      If a captor says, “I am searching you” all maps, papers and other intelligence related items must be given up.

7.      A POWs secondary weapons and knives may be confiscated ONLY IF FOUND BY THEIR CAPTORS. POW’s may use these weapons to escape.

8.      POWs infected with BIOHAZARD are considered impaired and cannot escape. They will be held for 20 minutes

M203

M203 or equivalent launchers cannot eliminate armored vehicles unless they fire foam projectiles and follow the same box rules per armored vehicle eliminations. M203’s may be fired on infantry; however players may not be engaged within arms length distance.

RADIO / COMMUNICATIONS

Radios are recommended for all players. Players may not eavesdrop or “jam” the opposing teams’ communications in any way. Players may not listen or “jam” the Event staff or Emergency channels. Any violations will result in immediate removal from the event without refund. Check with your commander / squad leader for your radio frequency and radio discipline procedures.

ARMORED FIGHTING VEHICLES (AFV)

No player is allowed within 20 feet of an Armored Fighting Vehicle unless loading / unloading.

  • Armored Fighting Vehicles are required to have an observer accompany them anywhere on the field.
  • Players eliminate AFVs by shooting them in the “Kill Box” located at the front of the vehicle.
  • Players many not throw grenades at the AFVs or attempt to blind the driver or crew in any way.
  • Players may not construct anything that will hinder or deny the AFV movement. Obstructions already in place may not be moved.
  • Approves goggles / eyewear must be worn at all times by all players inside the vehicle. No exceptions.
  • AFVs will carry a red or blue flag to indicate which team they are on. A white flag if they are eliminated or out of play.
 

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