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Rules are determined on a by team basis here are some modified rules from the larger events.

RULES & REGULATIONS

Player Regulations
All players participating in the event must be 18 years or older.  There are games that allow kids and we are looking for them so we can list (responsible kid friendly)

Airsoft is meant to be a fun game. Rules are designed not to restrict but protect the safety of its participants and ensure each player has a good time. In developing these rules, there is an attempt to cover realism, game play and safety.


Weapons and Magazine Limits
SAW's must be a legitimate support weapon like the M60, M249, RPK, etc. Only SAW gunners are allowed to carry hi-cap, wind-up, drum, or box magazines.

All other weapons are required to use low or mid capacity magazines, no wind-up or hi-cap mags.


Velocity Limits
350 fps limit with .2 gram plastic BB for all pistols, rifles, shotguns, and submachineguns.
400 fps limit with .2 gram plastic BB for all SAWs.
550 fps limit with .2 gram plastic BB for all semi-auto or bolt-action sniper weapons.

Weapons will be chronographed during registration and approved for game-play. Players caught with hot guns or guns that were not chronographed prior to the game will be removed from the game with no refund given.

Velocity Reducers are not allowed. They've been proven to be ineffective when the weapon is fired in full auto. During the chronograph process, all weapons will be tested with the hop-up off unless the weapon uses a fixed(nonadjustable) hopup.


Ammunition
NO METAL BB's can be used in sniper rifles or AEG's. Graphite coated bbs or other specialty rounds must be approved by staff before use.

Biodegradable BB's will be required for this event. If you bring your own bio-degradable BBs to the field we ask that you leave them in sealed bags to be verified by staff. Bags of BB's to be verified by staff must say "Biodegradable" in ENGLISH on the bag.


Personal Protection
Fully sealing eye protection REQUIRED. Impact rated (meets or exceeds ANSI Z97.1 standards) fully sealed eye protection must be worn at all times on the game fields. NO SHOOTING GLASSES or MESH GOGGLES allowed.

Red kill rag is MANDATORY. While we realize it will not stop players from getting shot after they've been eliminated, it will reduce it.

Full face protection recommended - either a balaclava or a full paintball mask that covers both your ears and mouth.

Weapons are to kept on safe with magazines out while in the staging area. There should be no shooting in the staging area except at a designated chrono area and weapons testing range. Blind firing (sticking your gun out of an area and firing without knowing/seeing where you are aiming) around corners is strictly prohibited! You must have EYES on target before firing. You may not use optics to see around corners and fire. It's real easy to hit someone point blank in the face when doing this.


Minimum Shooting Distance
No shooting less than 10 feet. If engaging someone unknown to your position, simply bang them out. If a player is banged out, they can be taken hostage or can just be killed and must go to the staging area.

Snipers cannot shoot at less than 100 feet and are required to switch to a backup weapon if they have one.

While inside buildings, players are required to switch to semi-auto. Snipers and SAW gunners are allowed to shoot FROM a building or rooftop, but not INSIDE the building(CQB).

Bang and Surrender Rules
In close-quarter situations, no shooting should occur at less than 10 feet. If you come up close behind someone or walk up on an enemy and your weapon is pointed at them, you may call BANG or SURRENDER. All players MUST COMPLY with the call. If both players have ready weapons and call each other out at the same time, both are out or they may back away by mutual consent.

If BANG is called, the player is considered to have been killed outright. No wounding rules will apply at that close range. If SURRENDER is called, the player must sling his weapon and place his hands on his head or behind his back. He is now a POW and may be lead by his captor back to a remote holding area. See POW rules.


Valid Hits and Eliminations
A hit from a BB anywhere on your body or personal gear (helmet, vest, etc.) is a valid hit.

Gun hits do not count.

Ricochets do not count. If in doubt as to whether or not a hit was a ricochet or direct hit, take the most honorable route and assume the hit.

Friendly fire (hits from teammates) DOES count. There is no such thing as "friendly" fire!

In the event of a hit, the player yells "HIT!" and immediately raises his weapon or hands above his head and displays his red kill rag. No false calls. Under normal circumstances the player is considered killed and expected to leave the field.

DO NOT call for players to "call their hits". It is unsportsmanlike and rude. This is a game of honor and should be treated that way. Remember, it's just a GAME.

Grenade hits count the same as a hit from a BB. If a grenade lands in your vicinity (use common sense judgment) and goes off but a bb does not hit you, you are out.


Wounds, Bleed-out, and Moving the Wounded
If a player takes a valid hit, he immediately yells "HIT!" and raises his weapon or hands above his head, displays their red kill rag and lays on the ground.

The player "falls in place", assuming a prone position. The player may move up to five feet in any direction if needed to place himself closer to a wall or otherwise outside the flow of traffic. He is not allowed to "stagger" a longer distance back to drop amidst his teammates. The downed player should consider laying on his back with his weapon pointed in the air or held across his chest to look less like he has merely assumed a prone firing position. Players may want to consider displaying their red "wound" cloths or handkerchiefs to lay on their chest or wrap around their weapon so not to be mistaken as a player still in combat.

The downed player bleeds out in three minutes unless receiving first-aid. If no aid has been received within three minutes, the downed player is dead. He may now rise and head back to the staging area, with his weapon and hands raised above his head. At anytime during the player's bleed out, he has the ability to be captured by the opposing force.

Until the have been given first-aid or bleeds out, the downed player remains where he lies. A downed player may be "carried" by one or more active players to a safer location for treatment. One player placing his hand on the downed soldier's shoulder represents a carry. They may move at a walk but neither player may fire. If two players put hands on a downed soldier's shoulders, this represents a two-man carry. The three players may move at a brisk jog and the carrying players may fire one-handed.


First Aid and Medic Rules
During registration, every player is given a 3' long white rope tied with five knots. This represents his first-aid kit and should be placed in a pocket or pouch. Any player may render basic first-aid, although a downed player may not render first-aid on himself.

Any event participant (including an enemy team-member) may go to a downed player, pull out player's first-aid kit and go to work. The five knots must be untied at this time (they may not be untied in advance) and the rope is tied around the downed player's arm. He is now considered "walking wounded." He may re-enter the combat or becomes a POW if an enemy player treated him.

If shot a second time, while wearing the white "wounded" rope, the player is considered killed. He calls himself out and returns to the staging area.

Each team has one or more medics, designated by medic armbands. A medic may provide advanced first aid on walking wounded by taking off the wound rope, retying the five knots, and giving it back to the player. The wounded player is now considered full restored to health. If a team's medic is the first one to reach a downed player, the player may be fully restored ONLY if the medic takes out the player's wound rope, unties all five knots, counts to twenty, reties all five knots and then gives the cord back. If a medic is killed, another player may not pick up the medic armband and "become" the team medic. The team is out of luck until the medic re-enters game play from the staging area.


Re-Entering Game Play
Some operations have a near-continual element of game play. When a killed player returns to the staging area, he is expected to remain out of game play for at least 15 minutes. Drink some water, reload, take some rest. You may sit out longer than 15 minutes if you choose but may not re-enter play before this time has passed.


Pyro/Grenades
Smoke and other pyrotechnics may not be used inside the building but may be used in the woods and in the city streets. Pyrotechnic BB grenades are allowed out of doors. For CQB use indoors, grenades will be simulated with a noise-making, non-pyrotechnic simulator such as Deep Fire and PFI grenades, CO2 "Thumper" grenades, primer-only grenade simulators and select other grenade simulators.


Prisoners of War
Taking Prisoners of War is possible during the game through the surrender rules or if an enemy player applies first-aid to a wounded opponent and takes him prisoner.

A captured POW may communicate. Yell for help, curse at his captors, etc. He risks being BANGed out in doing so, but a captor may say "Gagged!" and the POW must then shut-up.

A captured POW may be herded along at gun-point. If the POW refuses to walk on his own power, the one and two man carry rules may be used to move the POW as detailed in moving wounded players.

In addition to "gagging" a POW, a captor may "search" a POW. He says "Search" to the prisoner and counts out loud to twenty. When finished counting, the prisoner is required to turn over any game documents or special props to the captor. The counting search does not apply to weapons. Searches may be conducted on the player in question and any weapons found by the searcher must be surrendered. The POW may keep his weapons slung and holstered, but they may not be employed.

POWs may be rescued by friendly forces. If a friendly player reaches and touches a POW, the POW may re-enter the game and use his weapons. Otherwise the POW must remain where he is taken, although a guard is expected to watch over them.

If left unguarded (the guard leaves the area or is shot) POWs may try to run away, but they may not fire their weapons unless they can touch a friendly player or a downed player from either team.

POWs must be sent back to the staging area after 15 minutes of captivity. They may then re-enter the game.

 
 
     
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