|
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.
|