FIELD & SAFETY RULES

SECTION 1: EYE PROTECTION & OTHER EQUIPMENT

  1. What is approved eye protection?
    1. Eye protection must be fully sealed to the player’s 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 set up 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 other 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 lose 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 obtain the needed equipment.

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 must “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 must “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

  1. What are safety kills?
    1. Safety kills, also commonly known as bang-bang kills, are a courtesy to other players but are not required.
  2. How do I perform a safety kill?
    1. In order to perform a safety kill your replica must be loaded, operable and pointed at the opposing players as if you were going to engage them normally. You then announce “safety kill” or “bang-bang” loudly. The opposing player may take the “hit” or turn to engage you. In the case that the opposing player chooses to engage you it is acceptable for you to engage them with a few shots. Under no circumstances are players allowed to fire their replica at anyone within their chronograph-determined minimum engagement distance.
  3. Should I perform a safety kill or shoot?
    1. Safety kills are one of the most controversial topics in airsoft. It is usually better to shoot your target, given that all safety considerations and requirements have been met, than to attempt a safety kill on an opposing player. This is why such an action (safety kills) are recommended but not required at the center.

SECTION 6: HIT CALLING

  1. What does it mean to be hit in airsoft?
    1. The main activity involved with airsoft is shooting at opposing players and being shot 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. The center considers a player to be hit whenever any airsoft approved projectile makes direct contact with any part of their body or gear. This includes flaps of cloth, backpacks, feet or fingers but does not include their replica or ricochets off of hard surfaces.
  2. What should I do when I am hit?
    1. Players are expected to loudly announce that they are hit. They then should raise their replica or free and into the air or pull out their kill device (i.e. dead rag) and wave it in the air. Once the player starts to move to respawn their dead rag or free hand should be visible above their head at all times. Depending on the specific game mode being played the player may be required to wait to be revived by a teammate or immediately return to spawn. These specific game mode rules are announced and explained at each game mode briefing.
    2. If you are unsure that you were hit it is usually better to assume that you were than to not call it. There will be cases where you may not have been able to feel it. It is best in most cases to let other teammates know if you noticed them being hit as well.
    3. Players who have been hit are never allowed to talk or discuss any part of the game until they have returned to spawn or have been revived back into the game by a teammate. This includes radio communication. Dead men do not talk and doing otherwise is considered bad sportsmanship. Additionally, in game modes where medics are being utilized you are not allowed to be revived once you have already started to walk back to your spawn point.
  3. What should I do if I need to leave the field?
    1. If you must leave the field for any reason you are expected to call yourself hit and follow the above listed procedures. If you are reentering the field you should have your kill device (i.e. dead rag) and walk to your team’s spawn point before entering gameplay.
  4. What if I notice someone on the opposing team is not calling their hits?
    1. In order to avoid unnecessary player confrontation you are not allowed to directly call out the hits of opposing players. This does not apply when the players in question are on the same team as you.
    2. If you suspect a player is not calling their hits the first appropriate response is to continue to shoot them while maintaining your chronograph-determined minimum engagement distance and other safety considerations. The next appropriate response is to report the player to a marshal (referee) with a red staff patch or to report the issue to a senior player on the opposing team. Our marshals and senior players will look into these issues to ensure fairness and adherence to all rules and expectations. It should be noted that a case of intentional cheating, confirmed by our marshals or senior players, will be met with an ejection and ban from all future center events.
    3. Players are expected to avoid verbal confrontation with opposing players while on the field. If you feel the need to sit out due to frustration, do so. Being upset and directly confrontational about a potential issue does not solve the problem and may lead to the issue being escalated further. A marshal may ask you to sit out if you become confrontational if it is deemed necessary.

SECTION 7: GRENADES

  1. Are grenades allowed to be used at the center?
    1. Grenades, whether they are of projectile, sound or smoke design, must be commercially made and must be intended for use in airsoft activities in order to be used at the center. Additionally, grenades must be cold burning in nature. We may restrict the use of certain models and brands of grenades and players are encouraged to ask us if certain grenades are usable.
  2. How do projectile and sound grenades work and where can they be used?
    1. Projectile and sound grenades are considered kill devices which cause hit status on any player with a ten (10) foot radius of the explosion point. The grenades must go off in order to count. In addition to the ten (10) foot radius, projectile grenades will hit any player outside of the radius who is hit by projectiles expelled from the grenade. There are no restrictions as to where projectile grenades can be used except when said projectile grenade produces a loud report (a boom). Sound grenades, including the aforementioned projectile grenades which produce a loud report, cannot be used within enclosed structures.
  3. How do smoke grenades work and where can they be used?
    1. Smoke grenades cannot be black, orange or red in color. Additionally, smoke grenades cannot be used within enclosed structures.

SECTION 8: RIOT SHIELDS

  1. Can riot shields be used at the center?
    1. Riot shields can be used if they are commercially made. Shields cannot be used to block doorways or windows. Shield use may be restricted by our marshals during specific events or game modes.
  2. Can replicas be used with riot shields?
    1. Shields can only be used with non-tapped (non-hpa) pistols.

SECTION 9: UNIFORMS

  1. Is there a uniform requirement?
    1. While there is no specific uniform requirements for open play events there may be cases where uniform requirements exist for MILSIM and other special events. You can always find those requirements on the individual event pages that can be found on our event calendar.
    2. As we are an outdoor field we recommend that players dress for such an environment. Players should wear long pants, long sleeve shirts and ankle supported footwear.
  2. How are teams separated?
    1. For our open play events we separated all of the players present into two balanced teams and colored tape is used to designate those teams. We attempt to keep players in the grounds that they came with as much as possible. For MILSIM events we normally used uniform patterns to help separate teams.
  3. What am I not allowed to wear?
    1. We do not allow players to use red, orange or bright green clothing as they can be confused with a non-playing actor.

SECTION 10: AGE REQUIREMENTS

  1. Does the center have age requirements?
    1. The center does not have a minimum age requirement but there are certain situations that require conditions.
      1. Players who are aged twelve (12) and younger must be accompained on the field by a parent, legal guardian or specified responsible guardian approved by the player’s parent or legal guardian.
      2. Players who are aged seventeen (17) or younger must have parent or legal guardian consent to participate in events at the center. This can be implied consent through completation of our waiver online. The behavior an actions of all minors is the sole responsbility of the parent or legal guardian.
      3. Players who are aged eighteen (18) or older have no other requirements or restrictions other then the completion of our waiver online.
      4. All players, regardless of age, must complete a waiver online in order to be allowed to participate in any event at the center.

SECTION 11: PHSYICAL CONTACT

  1. What is the center’s physical contact policy?
    1. Aggressive physical contact, roughhousing and physical violence is not tolerated at the center. Safety is a large part of airsoft and a main priority of the center and any physical altercations will result in immediate ejection from the center and a ban from future events held at the center. This includes threats of physical violence. We maintain a close relationship with local and state authorities and will report any incidents that occur on our property.

SECTION 12: WEAPONS & PROHIBITED ITEMS

  1. What are considered prohibited items by the center?
    1. Real weapons, except for pocket knives and multi-tools, are prohibited on the field. This includes firearms, knives longer than three (3) inches or any other item designed to bring real harm or death upon others. This also includes machetes, axes and other brush clearing devices. Plastic, rubber or foam training knives are permitted on the field.
    2. Substances that, by design or consequence, inhibit motor function and decision making abilities are prohibited from our property. This includes inhaled substances (i.e. marijuana), including for players with a medical card exception, and alcoholic beverages. Violation of this policy will result in immediate ejection from the center and a ban from future events held at the center.

SECTION 13: FIELD CARE

  1. What is field care?
    1. Damage to our property, which includes obstacles (both natural and artificial) and structures, is considered as vandalism and will be handled through the proper authorities. Players who violate this policy will be immediately ejected from the center and will be banned from future events held at the center. If something is tied down, nailed down or secured do not attempt to move it. It is likely there for a reason whether it be for game quality or for player safety.
    2. Likewise, cleanliness of the center’s staging area and parking lot is the responsibility of every player. We provide trash cans throughout our staging area and parking lot and ask that everyone cleans up after themselves and that they do not leave any of their trash on the field.