FIELD & SAFETY RULES

SECTION 1: EYE PROTECTION & OTHER EQUIPMENT

  1. What is approved eye protection?
    1. Eye protection must be fully sealed to the players face and cannot have gaps that may allow projectiles to pass through the edges of the frame.
    2. Eye protection must be rated and certified to the ANSI Z87.1 impact rating.
    3. Mesh eye protection and safety / shooting glasses do not meet the requirements for eye protection. An exception is in the case of safety / shooting glasses that have aftermarket gaskets (i.e. helo-kits for m-frames) where the prior requirement on being fully sealed has been met.
  2. When and where is eye protection required?
    1. Eye protection is required at all times while on the field which includes before gameplay has begun and after gameplay has ended.
    2. Eye protection may only be taken off once the player has exited the field entirely. Players who experience problems with fog must exit the field entirely before being permitted to remove the eye protection to clear their problem. The center’s staff will assist anyone who needs assistance in moving off-field if the fog problems make it unsafe or impossible to do so.
  3. What other equipment is required?
    1. Players under the age of eighteen (18) must also have hard lower face protection in addition to the eye protection requirement. The lower face protection must be of mesh, plastic or rubber construction and must cover the player’s mouth. Mouth guards alone do not qualify as hard lower face protection. Additionally, tactical wraps, balaclavas and shemaghs also do not qualify as hard lower face protection.
    2. Players over the age of eighteen (18) are not required to have lower face protection but are highly recommended to have some form of protection.

SECTION 2: SAFETY ZONES

  1. What locations are considered safety zones?
    1. Staging Area
    2. Store Building
    3. Parking Lot
  2. What safety requirements exist in these safety zones?
    1. Weapon systems must have their magazines removed and pistols must be holstered.
    2. Weapon systems, except for pistols and launchers, must have an approved barrel cover attached over its muzzle. Approved covers must be commercially made for the intended purpose of projectile stoppage and must be of a reinforced nylon or rubber construction. Devices such as gloves, plastic barrel plugs and socks do not qualify as approved covers.
  3. Where can I test my weapon system?
    1. A shooting range is setup near the entrance of the field where players can test their weapon systems when off-field. The center requires that players have on approved eye protection when at this range and that all weapon systems are cleared and covers are attached prior to returning to the safety zone.
    2. Weapon systems are never to be discharged, other than dry fire test batteries into the ground, in any area than the field and shooting range.
  4. What should I do when exiting the field after playing?
    1. Before exiting the field all players are required to perform the following steps:
      1. Players should remove magazines from their weapon systems and clear their weapon systems by shooting into a safe direction a few times.
      2. Players should switch all weapon systems, including rifles and pistols (if applicable), to safe mode.
      3. Players should holster any pistols they may have on their person.
      4. Players should attach an approved cover over their weapon system’s muzzle.
  5. What should I do if I lost my cover?
    1. Players who lose their covers must obtain one before their weapon system will be allowed into the safety zone. Players can leave their weapon system with the staff member at the entrance of the field so that they can go obtain the needed equipment.

SECTION 3: CHRONOGRAPH & ENGAGEMENT DISTANCES

  1. All weapon systems will be chronographed with provided 0.20g (electric and spring powered replicas) and 0.32g (gas and hpa powered replicas).
  2. All weapon systems that use an external air source (i.e. polarstar, wolverine, redline, daytona, classics) are required to use a tournament lock on their in-line regulators. (Effective: 01/01/24)

WEAPON CLASSES

  1. RIFLEMAN
    1. 1.48 Joules (0′ Minimum Engagement Distance) 
    2. 1.67 Joules (25′ Minimum Engagement Distance)
    3. This class must shoot semi-auto only and cannot shoot full-auto which includes the use of binary triggers.
    4. Includes all replicas not defined in other classes.
  2. AUTOMATIC RIFLEMAN
    1.  1.48 Joules (0′ Minimum Engagement Distance / Semi-Auto)
    2. 1.67 Joules (25′ Minimum Engagement Distance / Full-Auto)
    3. Rate of Fire (ROF) must not exceed 25 rounds per second.
    4. This class can shoot full-auto but must meet class definitions (see below) and must operate within energy and minimum engagement distance requirements when using semi-auto versus full-auto.
      1. HK M27 IAR – 16.5″ Heavy Barrel, HK M27 Receiver, Bipod
      2. RPK – 23″ Heavy Barrel, RPK Receiver, Bipod
      3. RPK-16 – RPK Receiver, Bipod
      4. MG36 – 19″ Heavy Barrel, Permanent Bipod
      5. SCAR HAMR – 24.5″ Heavy Barrel, 2-Tone Receiver, Bipod
      6. AUG HBAR – 24.5″ Heavy Barrel, Permanent Bipod
      7. L86 LSW – 25.5″ Heavy Barrel, Permanent Bipod
      8. GALIL ARM – 18″ Heavy Barrel, Permanent Bipod
  3. LIGHT MACHINE GUN (LMG)
    1. 1.67 Joules (25′ Minimum Engagement Distance)
    2. Rate of fire (ROF) must not exceed 25 rounds per second.
    3. This class can shoot full-auto but must meet class definitions (see below) and must operate within energy and minimum engagement distance requirements when using full-auto.
      1. M249
      2. MK43 (Stoner 63)
      3. MG4
      4. MK46
      5. Shrike Style Rifles (LMG Upper Required)
  4. MEDIUM MACHINE GUN (MMG)
    1. 1.67 Joules (25′ Minimum Engagement Distance)
    2. Rate of fire (ROF) must not exceed 25 rounds per second.
    3. This class can shoot full-auto but must meet class definitions (see below) and must operate within energy and minimum engagement distance requirements when using full-auto.
      1. MK48
      2. M60
      3. M240B
      4. PKM
      5. MG42
      6. M1919
  5. DESIGNATED MARKSMAN RIFLE (DMR)
    1. 1.87 Joules (50′ Minimum Engagement Distance)
    2. This class must be of specific models in order to qualify for classification.
      1. SR25
      2. PSG1
      3. G3A3 / G3A4 / G3SG1
      4. Dragunov (AEG / HPA)
      5. G38 / HK417
      6. SCAR-H SSR / MK20
  6. BOLT / SINGLE ACTION RIFLES
    1. 2.31 Joules (100′ Minimum Engagement Distance)
  7. PISTOLS
    1. 1.48 Joules (0′ Minimum Engagement Distance)
The center and its staff reserve the right to deny use of any weapon system that does not meet classification requirements or does not fit the spirit of the game.

OTHER EXPECTATIONS

  1. Does the center have an ammunition weight limit?
    1. The center has an ammunition weight limit of 0.40g.
    2. Exception: Players who use bolt and single action weapon systems may request an exception from center management to use heavier weight ammunition. If approved, players may only use the heavier weight ammunition in the weapon system the exception has been granted for.

SECTION 3: CHRONOGRAPH & ENGAGEMENT DISTANCES

  1. All weapon systems will be chronographed with provided 0.30g ammunition.
  2. Players should come to the chronograph station with an empty magazine. We will not test weapon systems with player provided bbs as they must be provided by the center.
  3. All weapon systems that use an external air source (i.e. polarstar, wolverine, redline, daytona, classics) are required to use a tournament lock on their in-line regulators.
  4. All checked weapon systems are provided with a colored tag to indicate their minimum engagement distance (MED). Weapon systems can chronograph downward in tags to lessen their MED but can not chronograph above their class maximum.
    1. Color = Joules Maximum = Minimum Engagement (Classes Allowed)
    2. Blue = 1.00 Joules = 0′ MED AUTO (SMG)
    3. Green = 1.55 Joules = 0′ MED (Rifleman, Automatic Rifleman, LMG, MMG, DMR, Sniper, SMG, Pistol)
    4. Yellow = 1.88 Joules = 75′ MED (MMG, DMR, Sniper)
    5. Orange = 2.00 Joules = 100′ MED (DMR, Sniper)
    6. White = 2.50 Joules = 125′ MED (Sniper)
      1. Example 1: You have a DMR class weapon system that shoots 1.55 Joules. That weapon system would be given a green tag and would be allowed to be used with a 0′ minimum engagement distance.
      2. Example 2: You have a LMG class weapon system that shoots 1.88 Joules. That weapon system would not be passed because it does not meet the requirements of it’s class which has a 1.55 Joules maximum.

WEAPON CLASSES

  1. RIFLEMAN
    1. 1.55 Joules Maximum (0′ Minimum Engagement Distance / Semi-Auto Indoors & Outdoors) 
    2. This class must shoot semi-auto only and cannot shoot full-auto which includes the use of binary triggers.
    3. Includes all replicas not defined in other classes.
  2. AUTOMATIC RIFLEMAN
    1.  1.55 Joules Maximum (0′ Minimum Engagement Distance / Semi-Auto Indoors / Full-Auto Outdoors)
    2. Rate of Fire (ROF) must not exceed 25 rounds per second.
    3. This class can shoot full-auto (short bursts) but must meet class definitions (see below) and must operate within energy and minimum engagement distance requirements when using semi-auto versus full-auto (short bursts).
      1. HK M27 IAR – 16.5″ Heavy Barrel, HK M27 Receiver, Bipod
      2. RPK – 23″ Heavy Barrel, RPK Receiver, Bipod
      3. RPK-16 – RPK Receiver, Bipod
      4. MG36 – 19″ Heavy Barrel, Permanent Bipod
      5. SCAR HAMR – 24.5″ Heavy Barrel, 2-Tone Receiver, Bipod
      6. AUG HBAR – 24.5″ Heavy Barrel, Permanent Bipod
      7. L86 LSW – 25.5″ Heavy Barrel, Permanent Bipod
      8. GALIL ARM – 18″ Heavy Barrel, Permanent Bipod
    4. This class can shoot into and out of any building but cannot be used to engage other players within the same building except when on semi-auto. When shooting out of buildings on full-auto the muzzle must “break the plane” of windows and doors.
  3. LIGHT MACHINE GUN (LMG)
    1. 1.55 Joules Maximum (0′ Minimum Engagement Distance / Full-Auto Outdoors)
    2. Rate of fire (ROF) must not exceed 25 rounds per second.
    3. This class can shoot full-auto (short bursts) but must meet class definitions (see below) and must operate within energy and minimum engagement distance requirements when using full-auto (short bursts).
      1. M249
      2. MK43 (Stoner 63)
      3. MG4
      4. MK46
      5. Shrike Style Rifles (LMG Upper Required)
    4. This class can shoot into and out of any building but cannot be used to engage other players within the same building. When shooting out of buildings the muzzle must “break the plane” of windows and doors.
  4. MEDIUM MACHINE GUN (MMG)
    1. 1.88 Joules Maximum (75′ Minimum Engagement Distance / Full Auto Outdoors)
    2. Rate of fire (ROF) must not exceed 25 rounds per second.
    3. This class can shoot full-auto (short bursts) but must meet class definitions (see below) and must operate within energy and minimum engagement distance requirements when using full-auto (short bursts).
      1. MK48
      2. M60
      3. M240B
      4. PKM
      5. MG42
      6. M1919
    4. This class can shoot into and out of any building but cannot be used to engage other players within the same building. When shooting out of buildings the muzzle must “break the plane” of windows and doors.
  5. DESIGNATED MARKSMAN RIFLE (DMR)
    1. 2.00 Joules Max (100′ Minimum Engagement Distance / Semi-Auto Outdoors)
    2. This class must be of specific models in order to qualify for classification.
      1. SR25
      2. PSG1
      3. G3A3 / G3A4 / G3SG1
      4. Dragunov (AEG / HPA)
      5. G38 / HK417
      6. SCAR-H SSR / MK20
    3. This class can shoot into and out of any building but cannot be used to engage other players within the same building. When shooting out of buildings the muzzle most “break the plane” of windows and doors.
  6. BOLT / SINGLE ACTION RIFLES
    1. 2.50 Joules Maximum (125′ Minimum Engagement Distance / Outdoors)
    2. This class can shoot into and out of any building but cannot be used to engage other players within the same building. When shooting out of buildings the muzzle most “break the plane” of windows and doors.
  7. SUB-MACHINE GUNS (SMG)
    1. 1.00 Joules Maximum (0′ Minimum Engagement Distance / Full-Auto Indoors & Outdoors)
    2. 1.55 Joules Maximum (0′ Minimum Engagement Distance / Semi-Auto Indoors & Outdoors)
    3. Rate of fire (ROF) must not exceed 25 rounds per second.
    4. This class must be of specific models in order to qualify for classification.
      1. SMGs and PCCs. Replicas with mag-well conversion kits do not qualify.
    5. All SMG weapon systems that shoot under 1 Joule will be allowed to use full-auto (short bursts) in all locations including indoors.
    6. All SMG weapon systems that shoot over 1 Joule will fall under the same rules and expectations as the rifleman class.
  8. PISTOLS
    1. 1.55 Joules (0′ Minimum Engagement Distance)
    2. All pistol weapon systems fall under the same rules and expectations as the rifleman class.
The center and its staff reserve the right to deny use of any weapon system that does not meet classification requirements or does not fit the spirit of the game.

OTHER EXPECTATIONS

  1. Does the center have an ammunition weight limit?
    1. The center has an ammunition weight limit of 0.40g.
    2. Exception: Players who use bolt and single action weapon systems may request an exception from center management to use heavier weight ammunition. If approved, players may only use the heavier weight ammunition in the weapon system the exception has been granted for.

SECTION 4: BLIND FIRE

  1. What is blind fire?
    1. Blind fire is an instance where a player blindly fires their weapon system around a corner or over cover and does not visibly see where their bbs are going. Blind fire is not permitted at the center. Players must be looking down their weapon system’s line of sight and be behind their weapon system when shooting. This requirement is designed to prevent injury as well as any accidental violations of minimum engagement distances as laid out in section 3.

SECTION 5: SAFETY KILLS

Safety kills, also known as bang-bang kills, are a courtesy to other players but are not required. To call a safety kill your replica must be loaded, operable and pointed at the other player as if you were going to engage them. You announce loudly “safety kill” or “bang-bang”. The other player may take the “hit” or turn to engage you. In the case that the other player turns to engage you it is acceptable to engage them with a few shots. Under no circumstances are players allowed to fire within their chronograph minimum engagement distance. Safety kills are one of the most controversial points in airsoft. It is always better to shoot your target, given all safety considerations and requirements have been met, than to attempt a safety kill on another player.

SECTION 6: HIT CALLING

The main action of airsoft is shooting at other players and being shot at in return. Airsoft is a hobby of honor that requires awareness, honesty and sportsmanship. We make it a point to ban players who intentionally ruin the spirit of the hobby.

What does it mean to be hit?
– You are hit whenever any approved airsoft projectile makes direct contact with any part of your body or gear. This includes flaps of cloth, backpacks, feet or fingers but does not include hits to your replica or ricochets off of hard surfaces.

What should I do when I am hit?
– You should loudly announce “hit”, raise your replica or hand into the air and pull out your dead rag and wave it so that other players know that you are hit. Once you start to move to respawn your dead rag should be placed on or held above your head. Depending on the game mode being played you may be required to wait to be revived or immediately return to spawn. These specific rules will be announced at each game modes briefing.

What if I’m not sure if I was hit?
– In all circumstances it is usually better to assume that you were hit than to not call it. There will be cases where you may not have been able to feel getting hit. It is best in most cases to let other teammates know if you noticed them being hit as well.

What am I not allowed to do after I have been hit?
– When hit you may not talk or discuss any part of the game until you have respawned back into the game. This includes radio communication. Dead men do not talk and doing otherwise is considered bad sportsmanship. Additionally, in game modes where “medics” are being used you are not allowed to be revived once you have already started to walk back to your respawn point.

What should I do if I need to leave the field?
– If you need to leave the field for any reason you can use your dead rag to mark yourself as being out of the game. If you are reentering the field you should have your dead rag on as you make your walk to your team’s specific respawn point.

What if I notice someone on the other team is not calling their hits?
– In order to avoid unnecessary player confrontation you are not allowed to directly call out the hits of players on the opposing team. This does not apply when the players are on the same team as you.

– If you suspect a player is not calling their hits the first appropriate response is to continue shooting at them while maintaining your chronograph minimum engagement distance and adhering to all other safety and game others.

– The next appropriate response is to report the player to a marshal (referee) with a red vest or to report the issue to a senior player on the opposing team. The marshals and most senior players at the center will look into these issues to ensure fairness and adherence to rules. It should be noted that an intentional cheating issue confirmed by senior players on other players on their own team will be met with an ejection and equivalent ban from center events.

– You should avoid player confrontation at all times while on the field. If you need to sit out due to frustration, do so. Being upset and confrontational about a potential issue does not solve the problem and may lead to the issue being agitated further. A marshal may ask you to sit out for confrontation if it is deemed necessary.

What can be used as a dead rag?
– Dead rags must be red, yellow, orange or pink in color. They are required to be bright in color so that they can stand out against surrounding nature and be visible for other players to know that the user of the dead rag is hit.

SECTION 7: GRENADES

Grenades, whether they are of projectile, sound or smoke design, must be commercially made and have intended use for airsoft events. Additionally, all grenades must be cold burning in nature. We do not allow the original Airsoft Innovations 40-Mike grenade to be used at the center.

Projectile and sound grenades are considered “kill devices” which will kill anyone within a ten (10) foot radius of the explosion point. In addition to the ten (10) foot radius projectile grenades will kill any player outside of that radius who is hit by projectiles expelled from the grenade. There are no restrictions as to where projectile grenades can be used unless that projectile grenade also produces a loud report (boom). Sound grenades, including those projectile grenades that produce a loud report, can be used in most structures excluding connex container structures.

Smoke grenades cannot be black, orange or red in color. Additionally, smoke grenades may also not be used inside of any structure located on the field.

SECTION 8: RIOT SHIELDS

Riot shields must be commercially made. Shields can only be used with non-tapped (non-hpa) pistols and cannot be used with any other replicas. Players using shields are not immune from grenade explosions as they are not considered to be hard cover. Shields cannot be used to block doorways or windows. The use of shields is at the discretion of center marshals (referees) and can be allowed and disallowed based off of different game modes.

SECTION 9: UNIFORMS

The center is an outdoor field and your clothing should match that environment. While center events (i.e. open plays) do not require a specific uniform players should always wear appropriate clothing such as long pants. The use of open toed shoes are prohibited on the center’s field.

Center events normally separate players into two balanced teams and colored tape is used to designate those teams. We attempt to keep players in the groups that they came with when possible. Organizer (special) events may use uniform structures for their events and those structures, normally posted on the event page for that event, must be followed at all times.

Red clothing is not permitted for any individual other than center staff and event organizer staff.

SECTION 10: AGE REQUIREMENTS

The center does not have a minimum age requirement but there are conditions that must be met.

  • Players aged twelve (12) or younger must be accompanied on the field by a parent, legal guardian or specified responsibility guardian (as set by parent).
  • Players aged seven (17) or younger must have parental or legal guardian consent to participate in events at the center. This is normally implied through completion of the online waiver. The behavior and actions of all minors is the responsibility of the parent or legal guardian.
  • Players aged eighteen (18) or older have no requirements nor restrictions with exception to completion of the current season’s online waiver.

All players must have a waiver signed, if you are under 18, a legal parent or guardian must consent on the waiver. You will not be allowed to play without a completed waiver.

SECTION 11: PHSYICAL CONTACT

Aggressive contact, roughhousing or physical violence is not tolerated at the center. Safety is a large part of airsoft and the main priority of the center and any physical altercations will result in immediate ejection from the center and an equivalent ban from future center events. That also includes threats of physical violence. The center also maintains a good relationship with local and state authorities and will report any instances of violent contact outside the scope of airsoft.

SECTION 12: WEAPONS & PROHIBITED ITEMS

Real weapons are prohibited on the field. That includes firearms, knives longer than 3 inches or anything else designed to bring real harm or death upon others. This does include machetes, axes and other brush clearing devices. Plastic or rubber fake weapons are permitted to be used.

Substances that, by design or consequence, inhibit motor function and decision making abilities are prohibited from center property. That includes inhaled substances (i.e. marijuana), including those with a medical card exception, and alcoholic beverages. Violation of this policy will result in immediate ejection from the center and an equivalent ban from future events at the center.

SECTION 13: FIELD CARE

Damage to center property, which includes obstacles (both natural and artificial) and structures, will be considered vandalism and will be handled through the proper authorities. Players who violate this policy will be immediately ejected from the center and an equivalent ban from future center events. If something is tied down, nailed down or secured in any form do not move it. It is there for a reason whether it be for game quality or player safety.

Likewise, cleanliness of the center’s staging area and parking lot is the responsibility of all players. We provide trash cans throughout the staging area and parking lot and ask that you clean up after yourself and also do not leave any of your trash on the field.