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Field Rules

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Field Rules Empty Field Rules

Post by Guest 25th December 2011, 9:26 am

-----ADMINISTRATION---------------------------------------------

FIELD FEES
Field fee for regular game days is $10.00 for all Players. First time Players, Observers and other Non-Combatants are not required pay field fee.

WAIVERS
All players, observers and non-combatants must have a waiver on file before playing. All players under 18 must have waiver signed by parent or guardian and provide a copy of their parent or guardian’s driver’s license.

AGE REQUIREMENTS
Any player under the age of 18 is permitted on a case-by-case basis. Any players under 16 must be accompanied by a parent or guardian at all times on the field (although they are not required to play).


-----STANDARDS OF CONDUCT---------------------------------------------

HONOR & SPORTSMANSHIP
It’s just a game; play with dignity and call your hits. Likewise, give opponents the benefit of the doubt.

CHEATING
Cheating is not tolerated. Cheating players will first be warned, a second misconduct results in ejection for the remainder of the day. Habitual cheaters will be banned.

ALCOHOL & DRUG USE
Not allowed before or during game play. Guns and Guinness don’t mix, nor does acid and ammo.

THEFT
Thieves will not be tolerated and is grounds for permanent banning from the field.


-----GENERAL SAFETY---------------------------------------------

Players who fail to follow the safety rules put themselves and others in danger of injury. They are in place for your safety and apply to everyone.

EMERGECIES
If at any time a person is injured, requires medical attention, or observers an unsafe condition that requires immediate resolution, any person may call a ceasefire. Channel 1 on FRS/GMRS radios is the monitored radio channel for admin or emergency use. For example:

...............Shout - “Ceasefire: Blindman!” (injury, bear, flames, etc.)
...............Radio - “Real-world, location, [event].”

EYE PROTECTION
Goggles that form a full tight seal around the eyes are required for all players and non-combatants.
All lenses must be rated at ANSI Z87.1-2003 (also known as Z87.1 ). Regular shop goggles, shooting glasses, or sunglasses do not offer adequate protection from shots from the sides, rear, or ricochets and are not be allowed.
Currently, mesh goggles are allowed, although their use is frowned upon.

FULL FACE PROTECTION
Full face masks are required for all players 14 and under, unless approved by a parent or guardian. Full face protection is recommended for all players.

CONTACT BETWEEN PLAYERS
Physical contact is not allowed outside of approved game play.

GAME ADMIN RULING
All admin or referee decisions during a game are final. Please refrain from arguing in the middle of a game as this may impact game safety and flow.

NO FIRE ZONES
There will be no firing in the parking or staging area. All weapons should be placed on safe and magazines removed.

REPLICA WEAPONS ONLY
At no time are real weapons allowed on the field. The use of any knives, including rubber knives, is also not allowed.

BLIND FIRING
Players must be able to see where the muzzle of their airsoft replica is pointed when firing. Holding a weapon above a barricade or around a corner, without being able to see the intended target, is blind firing, and is extremely dangerous. This is prohibited in all cases and should be brought to the attention of the Admin if it occurs.


-----WEAPON SAFETY---------------------------------------------

AEG & GBB(R)
Although AEG is the most common term used, automatic electric rifles and gas blowback rifles use the same rules, as do pistols of either variety.

FEET PER SECOND LIMITS & MINIMUM ENGAGEMENT DISTANCE

The FPS limits are based upon airsoft replicas firing 0.20 gram bbs. All Weapons will be chrono’d prior to the start of play and after any internal modifications to insure player safety. BB's will be provided by an Admin for chronoing to ensure correct measurement. We cannot take your word that you have .20's in your clip.

FPS AND MINIMUM ENGAGEMENT DISTANCE TO TARGET
Feet per Second...MED.(feet)...Weapon Type...........................

......Up to 350........10.......Pistol, semi only....................
......Up to 350........15.......AEG..................................
.....351 to 400........30.......AEG..................................
.....401 to 450........45.......Support Weapon*......................
.....451 to 499.......100.......Designated Marksman Rifle*, semi only
.....500 to 549.......125.......Sniper*, semi only...................
.....550 and up...Not Allowed........................................

Additional Weapons...................................................
........................10.......Non-CO2 Grenade Launcher Shells......
........................15.......CO2 Grenade Launcher Shells..........

INSIDE MINIMUM ENGAGEMENT DISTANCE
When closer than your MED will allow, players should transition to a secondary weapon (such as a pistol), or use parlay/bang rules.

PARLAY
If two opposing players encounter each other at less than the approved engagement distance. They should then employ a parlay. Both players pace back to the approved engagement distance and continue combat.

SURRENDER, BANG RULES
When players have the drop on an opposing player at 10 feet or less they should employ one of these options. The surrender and bang rule are basically the same; simply says BANG and the opposing player is dead. Surrender can either mean that the opposing player is dead or can be taken POW. This is a courtesy Rule - This can only be used on one player at a time and the weapon must be pointed at the player.

* SUPPORT WEAPONS
Allowable support weapons will be ACCURATE replicas of weapons specifically designed to provide suppressive fire in a support role. Regular AEGS, with a box or drum magazine, will not be considered a support weapon.

* DESIGNATED MARKSMAN RIFLE
DMRs cannot simply be a standard AEG rifle that fires at 500fps. They must be ACCURATE replicas of real steel marksman rifles. Replicas considered DMRs must be semi-auto capable only and must be approved by the Admin before use.

* SNIPER RIFLE
Replicas considered sniper rifles must be bolt action only. Any other Replicas must be approved by Admin.

HOMEMADE GUNS
Homemade guns are not allowed at the field. Any weapon that is not able to be check by chronograph is not allowed.

AIRSOFT HAND GRENADES
Grenades are allowed, with Admin approval. All grenades have a 10ft radius killzone. If a player is hit by a fragment at a further distance, it still counts as a hit. Grenades in a building hit everyone in the room.

AIRSOFT MINES, CLAYMORES AND IED's
Airsoft Claymores and land mines loaded with bbs or baby powder are allowed. Rules are simple, any player hit by bbs or gets baby powder on any part of their body or gear from a claymore or a mine, should be considered hit. Their use will be covered on an as-needed basis.

PYROTECHNICS
Are generally not allowed due to fire hazards. Smoke bombs must be approved by an admin before they are used based on day-of-game conditions.


-----GENERAL GAME RULES---------------------------------------------

STARTING AND ENDING A GAME
Players should leave magazines out of their replicas with the safety on until the event is officially started by whatever method chosen (shouting GAME ON, using an air horn etc.). This insures that all participants have their eye protection on and are within the approved boundaries of play before live firing begins. When GAME OFF is called, players should remove their magazines, clear their weapons by firing into the air, and place their safeties on. They should wait for the OK from the Admins before removing eye protection.

THE HIT RULE
When any part of the player's body or personal gear, (tac vest, helmet, boots, etc.) takes a direct hit from a BB they are considered hit. BB's that penetrate through concealment such as, tall grass or bushes are considered hits. Friendly fire also counts as a hit.

If you are unsure, call it as a hit, it’s just a game.

After players are hit they should yell HIT very loudly, and raising a hand or weapon in the air to indicate clearly to the opposing force that you are indeed hit. Then remove your dead rag and wave in the air and or place your dead rag on your head and withdraw when possible. If you cannot withdraw, attempt to clear the line of fire as much as possible. Players should never use hit (Dead) teammates as cover, nor can they take opposing player’s hostage for use as cover.

GUN HITS
If a gun is hit, it is out of play until the player respawns (by whatever game play method). Players may use a backup weapon or continue without a weapon.

CQB/MOUT:
Inside the perimeter of certain designated areas, full auto fire is not allowed. Support and sniper weapons will not be used inside these designated zones.

LEAVING THE FIELD OF PLAY
If players need to leave the field of play for any reason, they should call themselves out, just like if they were hit, and leave the field of play.

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