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TN Airsoft Forums • View topic - MUST READ - General Rules for Memphis Games - MUST READ Discuss AEGs Sniper Rifles Tactical Gear

MUST READ - General Rules for Memphis Games - MUST READ

Discussions among Airsoft players in Memphis and surrounding areas in West TN

Moderators: Skidude, maddcatt, Tomcat14

MUST READ - General Rules for Memphis Games - MUST READ

Postby Genphlux » Mon Oct 09, 2006 11:25 pm

All players must learn the basic rules and abide by them. These rules were created by a group of very experienced players from the Memphis area, and they are in place for a reason. If anyone has any questions regarding any one of these rules, feel free to contact one of the TennesseeAirsoft staff members or one of the other known experienced players. We would also like to give credit to the Shadow Cell team, as we borrowed a lot of this guide from them. They are some of the original airsofters in the Memphis area and we've all learned from them.


Safety Standards

Safety is above all the #1 guideline for airsoft skirmishes in the Memphis area. If someone gets seriously injured, it ruins everyone’s fun. The safety guidelines are as follows:

- Eye protection is required at all times, no exceptions. The only location that eye protection is not necessary is the “Ready Room” or “Safe Zone”, which is designated at each individual field. If you don’t know where this is, just ask. Someone will point you in the right direction. Eye protection is discussed in detail below.
- The “Ready Room” or “Safe Zone” is exactly that, SAFE. All weapons should have the safety on while in this room. There is absolutely no firing or testing of weapons in this room. This room is used for reloading, taking a break between games, and telling all of your cool war stories from the last game.
- “Blind firing” is strictly forbidden. Blind firing is taking a shot at anything that you cannot see at the precise second that you are pulling the trigger. This includes holding your gun around a corner or through a doorway and pulling off rounds while the rest of your body is safely on the other side of the wall. This has caused many injuries and a violation of this rule is grounds for being asked to leave the field for the day.
- All weapons are to be treated and handled as if they were their “real-steel” counterparts. Do not handle another player's weapon without his or her permission. Because of their realistic appearance it is suggested that all airsoft weapons should be transported to and from games in the trunks of your vehicle, preferably in a gun case or airsoft weapon shipping box. Weapons should not to be displayed or handled in public view and no weapon is to be pointed at another individual off of the field and without proper safety equipment. All weapons are to be switched to safe between games, and shooting may only be done in playing areas during games or in designated target/chrono areas.


Weapon Standards

Sniper Weapons:
Any bolt-action rifles chronographed up to but not over 550 fps will be allowed. Any weapon that chronos above 400fps cannot engage targets closer than 100 feet. No full-auto capable weapons chronographing above 400 fps will be allowed. Due to the complexity of tuning sniper weapons, sniper weapons will not be required to chronograph with the Hop Up off. The velocities specified above are absolute limits and there will be no allowances.

Field Primary Weapons:
Rifle, sub-machinegun, or support weapon carried as a player's primary weapon. Field Primary Weapons have an absolute maximum velocity limit of 400fps using .2g BB’s (1.48 joules) with the Hop Up OFF. The velocities specified above are absolute limits and there will be no allowances. There is a 10’ minimum engagement range that is discussed in further detail below.

Side Arms:
Pistol or compact submachine gun carried as a back-up weapon. All snipers must carry a side arm for use inside their minimum engagement range. Side arms are optional, but recommended, for other players. Side arms are subject to above FPS regulations depending on the area and situation (CQB or Field) of use. Due to the complexity of pistol Hop Up mechanisms, pistols will not be required to chronograph with the Hop Up off.


Ammunition Guidelines

No weapon at an event may fire BB's heavier than 0.36g, nor may they fire any metallic or metallic-coated type of BB of any weight.


Minimum Engagement Distances

• 0-400 fps: Semi and/or Full Auto. 10' Minimum Distance.

• 401-550 fps: Semi Auto/Bolt Action ONLY. 100' Minimum Distance.

Snipers may only engage targets within 100 feet with their side arms. Players using standard weapons rated at less than 400 fps may only engage target at distsances greater than 10 feet. Players are encouraged to call for the surrender of enemy players within 10 feet and if approaching them from behind.


Eliminations

Airsoft is a game of honor. It is ALWAYS the participant/players responsibility to call themselves “out” or eliminated should they be hit by their opponent. In cases where there may be some doubt as to whether you have been hit or not, call yourself out. Under no circumstances is any player to berate or yell at another player they think they may have hit who did not call themselves out. Always give your opponent the benefit of the doubt. If anything must be said, a courteous, “Check the hit, please…” will suffice. It is possible at long distances, and in equipment/web gear hits for a player genuinely not to have felt the hit. Simply shoot them again if they did not feel the hit, do not yell at them or be discourteous.

Hits:
Any hit from a BB anywhere on your body, web gear, equipment, goggles, etc… counts as elimination. Friendly fire (hits from teammates) counts. A solid ricochet (a ricochet that does not deviate much from its original flight path) that then hits the player, counts. On the contrary, if a BB bounces off the ground, then the wall, then the ceiling, then the floor again, and barely touches your leg, then no, it doesn't count and you are not eliminated. Please be fair and honest about this and use good judgement. Being eliminated is no big deal. Generally speaking, by the time you walk back to the Ready room, get a drink of water and refill your ammo, the rest of the guys are coming back in and the next game is starting within a few minutes. In the event of an elimination, the eliminated player must yell "HIT!". The player is then to immediately make their way to the area designated by the event rules. No false calls. If necessary, call out "HIT!" or “DEAD MAN WALKING!” numerous times to prevent from being shot again. If the area is "hot", the eliminated player(s) may lay down on the ground and wait. It may be necessary to keep yelling "HIT!". When the area clears, exit as described above. While exiting, the only word from an eliminated player must be "HIT" and nothing else. Dead men do not otherwise talk, point, or gesture in any other manner. Talking on your radio after being eliminated, whether stationary or moving toward the “safe” zone or staging area, and while in the “safe” zone or staging area while the game is still on, is prohibited. Eliminated players may leave equipment at the spot of elimination for use of the "surviving" members. This is at the discretion of the eliminated player. Equipment must be retrieved at the spot where the player was eliminated.

Parlay / Surrender:
With the minimum engagement distances in mind, as well as sportsmanship in general, we have set in place a surrender rule. If you are within 10’ of an opposing player and you have a shot on them, or if you are sneaking up on them from behind and they are unaware of your presence, it is encouraged that you verbally give them the opportunity to surrender without being shot at such close range. Generally speaking, players should surrender to opponents who clearly have the upper hand within this short distance. Players may choose not to surrender, but in doing so, you do accept the risk of being hit multiple times at close range.


Physical Contact

Striking, grabbing or tripping another player is expressly forbidden and will result in the offender being asked to leave the field. Physical contact may be permitted in certain game scenarios, such as a medic physically dragging a “dead” player out of the battle zone; however such actions will be discussed in specific prior to the game if such contact will be allowed. So that means that as a general rule, keep your hands to yourself.


Pyrotechnics

Smoke grenades and other pyrotechnics are allowed only subject to the approval of the field owner/game organizers. Smoke grenades and other pyrotechnics must always be observed and never left to burn unsupervised. In general, only “cool burning” smoke will be allowed (still subject to field owner/game organizers approval). Questions on what is/is not allowed for a particular event should be brought up to the field owner/game organizers before the game.


Eye Protection

Anyone who is located within any designated shooting areas must wear, at all times, "approved" goggles. If a player is found removing his/her goggles within the designated shooting/game play area, he/she will be asked to immediately leave the field until the next match. Repeat offenders will be asked to leave the field for the remainder of the day without refund of fees (if applicable) or donations. If, at any time, a player’s goggles become dislodged or are removed, all play in that area of the field must be stopped immediately until the situation is rectified.

"Approved" goggles include models whose lenses are rated as impact resistant in accordance with ANSI Z87.1 and/or ASTM F-1776-99 (or later) standards for ballistic protection.

Each individual player is responsible for ensuring that their goggle system meets the above criteria. We reserve the right to refuse any goggle system upon inspection, as even goggles on the “approved” list may be sub-standard if they have not been properly cared for, or damaged. Each individual player should refer to the ANSI 87.1 and ASTM F-1776-99 standards to decide for themselves whether goggles so rated offer them the protection they desire. Each player is solely responsible for acquiring the level of eye protection at a safety rating they feel necessary beyond the limits set here. We assume no responsibility for any goggle system's failure to be 100% effective.

A full paintball-style facemask is not required, although it is strongly suggested. Players opting not to wear a full face mask are strongly encouraged (though not required) to wear a balaclava or some similar type of head/face covering beneath their goggles to provide some degree of protection to the bare skin of the face/neck areas. The 6 mm plastic airsoft BBs do not carry the same impact/weight of a paintball, but will still sting, welt, and sometimes break skin depending on the distance and/or velocity the shot is received from. It is each player’s responsibility to take proper precautions and protection and/or accept responsibility for any injury, minor or otherwise, should the proper protection/precautions not be observed.


Suggested Basic Gear

To enhance the airsofter’s playing experience, and to be more comfortable as well as prepared, some basic gear is well worth the investment. Sturdy footwear with ankle support is strongly suggested, military or law-enforcement type boots are recommended. Clothing should be durable and allow for freedom of movement. Long sleeves and long pants are strongly recommended. BDU (Battle Dress Uniforms) shirts and pants are generally very durable, recommended, and can be found in most Army/Navy Surplus stores, flea markets, etc… Gloves are not required but recommended to protect the bare skin from hits. A hydration system, canteens, Camelbacks or simply some bottles of water carried to the field are strongly suggested.


Age and Waiver Requirements for Events

This rule varies depending on the field that is hosting the game, however most fields are generally the same, and this is what we feel comfortable with. Players under the age of 16 must have a legal guardian on site for the entire duration of the player's participation. Players between the ages of 16 and 18 are encouraged to have a legal guardian onsite, although it is not required. All players, regardless of age, may be required to sign a waiver prior to playing. This also depends on what field you are playing on. If the player is under 18, the player’s LEGAL guardian is required to sign the waiver in person.




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Rules and Guidelines specific to Memphis Paintball Park

Postby Genphlux » Mon Oct 09, 2006 11:27 pm

-Brandon
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Postby Sniper » Mon Dec 01, 2008 9:23 pm

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