- General Safety
All airsoft firearms must be treated as real firearms!
ii. When exiting the game area, it is mandatory that all players put their guns on safe, remove the magazine and fit a barrel sock. Failing to do so will result in disciplinary action taken against the player.
iii. Rifles being carried must either point upward or downward. If no sling is used, the rifle must point downward.
iv. No airsoft device of any kind may be discharged in the safety area. Doing so will result in the player facing severe disciplinary action.
v. All airsoft devices may only be tested in the designated testing area. It is up to the marshal and safety officer to designate this area.
vi. Airsoft rated eye protection must be worn at all times in the field of play and in the weapon testing area. The glasses/goggles must be able to stand up to high impact shots at close range. If unsure, the glasses/goggles should be tested first by the player by firing at a test sample at point blank range. The test goggle/glasses however should not be worn again as damage might have resulted from the test.
vii. Eye protection may never be removed during play or at the testing range. The player must leave the field if problems occur with the goggles or glassed and fix them in the safe area.
viii. No physical contact (punches/slaps/head butts) is allowed. Serious disciplinary action will result if this is not respected.
ix. No knives or real firearms may be carried on to the playing field.
2. Muzzle Velocity (in Feet per Second)
i. All velocity tests must be carried out using 0.2g BBs provided by the safety officer or the officer manning the chronograph.
ii. There is a legal FPS limit for all airsoft weapons.
iii. All guns are Chronographed at games to ensure compliance.
iv. The FPS limit is dependent on the role and scenario type. Each scenario will be designated either by CQB (close quarter battle) or non-CQB. The FPS limits are as follows: CQB – 350FPS (0.2g BB’s) (all rifles), NON-CQB – 400FPS (0.2g BB’s).
v. Dedicated Sniper Rifles have an FPS limit of 500FPS (0.2g BB’s) (minimum engagement range of 20m).
3. Weapon Restrictions:
i. A sniper rifle is designated as such if the weapon cannot fire on fully automatic and the rifle has a muzzle velocity higher than 400 FPS.
ii. Assault Rifles and Sub Machine Guns may fire both on full auto and semi, given that the muzzle velocity is below 400FPS
iii. Support guns (example M249 SAW) may also be fired on both semi and full auto, but must also fire under 400 FPS.
iv. A rifle or SMG that fires above 400 FPS and can fire full auto does not classify as a sniper rifle and thus may not be used under any circumstance in any game. Sniper rifles that fire more than 500FPS may also not be used in any game.
i. In the event that a person is spotted without eye protection (be it a player or non-player) the game must immediately stop. Players must call “BLIND MAN!” when they spot such a person, to which all players in audible range also repeat the shout.
ii. The game marshal(s) is/are then required to escort the person (the blind man) off the field.
iii. The game is then resumed when the person has cleared the field.
iv. Cameramen and spectators may only be allowed on the field if they are wearing the correct eye protection.
v. No player may willingly discharge any airsoft device at any non-combatant. Doing so will result in severe disciplinary action taken against the player.
vi. In the case of a non-combatant getting shot, the non-combatant has the benefit of the doubt and may decide if the culprit must be punished or forgiven. This is only the case if there is uncertainty about the nature of the act. This rule, however, is considered void if the player willingly shot the non-combatant.
5. Game Area Safety
i. Each player enters the game areas at their own risk.
ii. Scenarios often take place in hazardous environments, so it is expected of each player to take note of the various hazards in his surroundings.
iii. Each player is responsible for their own safety and wellbeing. Should an injury occur, no game official will be held responsible?
iv. Each player is required to sign the agreement of the above. No player may enter the game area without signing the document.
v. Some areas have wild life and insects that could be dangerous.
vi. Although every player plays at their own risk, it is still the responsibility of the safety officer or marshal to inform the player on the possible hazards on the field.
6. Game Play Safety
i. Blind firing is the act if discharging a firearm when not being able to see where the shot is going. Commonly, this involves pointing a rifle around the corner with the body and head concealed and firing.
ii. No blind firing is allowed under any circumstance. It is strictly prohibited!
iii. Running away shooting backwards without looking also counts as blind firing.
iv. Players may never shoot when they cannot see where their gun is pointing.
v. Head shots are strongly discouraged and are only allowed when no other part of the target’s body is visible.
vi. In CQB environments where shots are taken at very short distances, all rifles and side arms must be set on Semi-Automatic.
vii. One shot suffices as a kill. No player is allowed to continue shooting a “dead” player.
viii. Bang Kills involve meeting an opposing player in the 5 meter area usually with their back or side to you, should they not be aware of your presence you can call “BANG”.
7. Player Conduct
i. Each player is expected to show good sportsmanship
ii. Players are expected to respect each other
iii. Players should be able to judge when to use full auto and when not.
iv. No player may willingly spray another on full auto.
v. The use of explicit language (swearing) is strongly discouraged and may be punishable if the marshal finds it to be unsportsmanlike and offensive.
vi. Players are discouraged to take conflict situations into their own hands. If a player notices misconduct, he is obliged to report it to the marshal who must then report it to the safety officer if needs be.
vii. The consumption of alcohol is not permitted while the player is participating or planning to participate in any game.
viii. Only when the player will not partake in any more events, may he use alcohol.
8. Disciplinary Action
There are no set rules in this section. The type of disciplinary action for a given infringement will be decided by the marshal and safety officer responsible for the game. Severe infringements will result in the culprit being banned from the game or even banned for a number of games.
Minor breaches could be punished by requiring the person to wear the orange helmets.
The severity level of an infringement is left to be decided by the marshal or safety officer.