Post by Clayton on Feb 25, 2009 21:35:27 GMT -6
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Skirmish/Battle Rules
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Skirmish/Battle Rules
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These general skirmish rules have been adopted by the Indiana Airsoft association. You can find the association at www.indiana-airsoft.org.
Everybody who plays at any Seven Strong event or Indiana Airsoft sanctioned event shall know the rules and obey them. If there are any unclear matters, ask the organizers. In some games, there may be additional rules. In such cases these additional rules are told before the game. If you break or ruin something, you will be held responsible for any damages.
Accidents do happen. Be careful and play responsibly.
General Saftey:
1. All weapons should have the magazine removed as a precaution when the weapon isn't in use, or when in the designated “safe zone.”
2. All players will use appropriate safety goggles in the game and in the vicinity of a game. All goggles must be approved by the game organizers. DO NOT remove goggles during an ongoing game. All goggles will fit snugly against the wearer’s face and should not move during play. It is forbidden to shoot at someone without goggles. A full mask is not required. All eye protection must be ANSI 87.1 1989 Rated. FULL SEALING ANSI RATED eye protection is required at all I.A.A. skirmishes and events.
3. To aim for the head is not allowed, unless the target only shows those parts. Use common sense.
4. All players will observe "No fire" zones at all times. Active players are not allowed to be in "No Fire" zones or shoot in/over them.
5. All point-blank shots should be avoided. If it is necessary, try and aim at legs and lower body. Shooting at eliminated players, non-players, and judges is forbidden.
6. To constrain another player, via gear, cloth or other is not allowed, unless that person agrees to it. The only exception is a light tap anywhere on the body. This is considered to be a "knife kill".
7. Fireworks, pyrotechnics, and similar devices are only allowed to produce safe effects, as smoke, light and sound, and they will have to pass inspection by organizers before the game.
8. Hard rubber grenade replicas CAN be used if there is no other way to eliminate someone in a confined space, “I.e. inside a small room or automobile.” The rubber grenades have a kill radius of 10 ft. Avoid hitting the person himself at all costs. If other “safe grenades” are found and approved by organizers, they can be used as well.
9. Radio eavesdropping is not allowed.
Weapons Classification:
1. Support Weapons: Any weapon that can fire full auto and/or has multiple Hi-Caps (High Capacity Magazines) or Box magazines. Maximum of 2000 BBs. The weapon HAS to be based on a real support weapon. Maximum 399 fps w/ .2 g. (1.48 J).
2. Sniper or Marksmen Rifles: Any weapon that is either a semi or bolt action rifle. Full auto and high-caps not permitted. Maximum energy allowed is 2.32J or 500 FPS.
3. Standard Weapons: Maximum energy is 1.5J (400 fps w/ .2 g), and the bb’s weight can't be heavier than 0.25g. Ammo limits may be specified by the organizers.
4. Launchers: Grenade launchers are not limited to the number of rounds that can be carried.
5. GBB pistols are limited to 350 fps with .2's , as they are intended as backup at closer ranges. There is a 5 mag limit for GBB's. (Includes NBB's also).
6. Claymore: Spring loaded claymores can be used with consent of organizers.
7. Grenades: The only "grenade" allowed is a hard-rubber replica. NOT to be thrown directly at opponents. 10 ft kill radius. If other “safe grenades” such as tennis balls are found and approved by organizers, they can be used as well.
Engagement Rules:
The following engagement rules must be obeyed at all times (FPS measured with 0.2 gram BBs):
0-350fps (1.14 joules): Full Auto, no minimum engagement distance.
350-399fps (1.48 joules): Full Auto, 25' minimum engagement distance.
400-449fps (1.87 joules): Semi Auto only, 50' minimum engagement distance.
450-500fps (2.32 joules): Semi Auto only, 75' minimum engagement distance.
Medic System:
The most common medic system used in I.A.A. sponsored games: If you get shot, raise your hands and declare loudly that you are out. Sit down and place a red rag over your head immediately. If a teammate comes to you, he may grab a hold of you; You can move with him, although you are still dead. If a teammate reaches you in the field, you are dead for 5 minutes, and may re-spawn right next to him. If you get shot and no one reaches you within 10 minutes, you have to walk back to your designated re-spawn point.
(Above may be changed for Team 7 Strong skirmishes to a more effective medic system)
The simple “One shot, you’re dead” rule is also used in smaller elimination matches, but most scenarios have an objective and time limit, allowing for the above medic rules.
Night Game/CQB Requirements:
1. Weapons maximum energy can not exceed 1.14J (350FPS with 0.2 grams BB).
2. During night games, an operable flashlight and an FRS radio must be carried with you at all times.
If anyone has any questions/comments, feel free to PM any member about them. Changes can be made by community votes.