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Gman Chris
07-14-2010, 10:48 AM
STANDARD RULES
These rules are to be used at all non-MILSIM events.


All players will use the following rule set. Any player caught not following the rules will be removed from the field and asked to leave.



General rules and common sense rules:

NO Foul Language!

No shooting outside the play area or in the parking lot. NONE!

Pack out what you pack in. Please do not litter the field with your trash.

Please DO NOT shoot rounds in the pond! There will be enough BBs getting in there. We do not need to waste ammo to see water splash.

Try and keep your shots below the shoulders. Headshots are for Modern Warfare 2 and not airsoft.

Airsoft is a game of honor so call your hits!

Biodegradable BBs are REQUIRED. Exceptions will be made for snipers that are using rounds heavier than .3g.

Please DO NOT shoot at any wildlife!

DO NOT REMOVE YOUR EYE PROTECTION IN THE PLAYING AREA FOR ANY REASON!

ALL PLAYERS MUST HAVE A BLAZE ORANGE DEAD RAG! No dead rag, NO PLAY!

Field Fee:

* $10

Minimum Age:

* 12 years of age without a parent playing.
* 8 years of age with a parent playing alongside the minor.

Eye Protection:

* ALL EYE PROTECTION MUST MEET OR EXCEED ANSI Z87.1. NO EXCEPTIONS!!
* Under 18 MUST wear full face protection. Must fully cover the face and ears. This can be either a paintball style mask or full seal goggles with a headwrap and mouth guard.
* We recommend that players 18 years of age and older wear full seal goggles.
* Shooting glasses will only be permitted for players 18 years of age and older IF they are wrap-around style and they pass the 'pencil eraser test'. Players who choose to wear shooting glasses do so at their own risk. We are not liable for any injury that may happen on the playing field.

Max FPS Limits:

* AEG 450 FPS with .20g ammo
* Sniper Rifle 550 FPS with .20g ammo
* Pistols 350 fps with .20g ammo

MED(Minimum Engagement Distance):

* Sniper Rifles 75 feet
* AEGs 30 feet
* Pistols 10 feet


Footwear:

* Boots that come above the ankle are highly recommended but not required.

Mouth Guards and Full Face Masks:

While full face protection is not required for players over the age of 19 they are highly recommended. If you are not wearing a face mask we recommend using an athletic mouth guard to protect your teeth. Players who choose not to a wear mouth protection do so at their own risk. We are not liable for any injury that may happen on the playing field.







MILSIM RULES
These rules are to be used for all MILSIM events.


“Milsim should be about teams training and preparing for simulated war against each other. The simulated war should be as realistic as possible, while maintaining safety. Milsim requires discipline, honor, dedication, teamwork, structure, leadership, obedience and more. Any team that calls themselves milsim should aspire to these qualities. If we settle for less then we're not getting the full experience that milsim should offer.”


Milsim events will be more strictly regulated in an effort to attract serious, like-minded, and experienced airsoft players, to events that are structured to give a higher degree of realism, and a platform for real-world training. Players are encouraged to read all rules before attending a MILSIM event, and to read the applicable scenario to better prepare for their role. Milsim is designed to be more about the EXPERIENCE, and less about COMPETITION, and some objectives can and should be accomplished without direct confrontation. If this style of play interests you, you are welcome to attend, but if a faster paced, more one-dimensional experience is more your style, milsim may not be for you.

The following is REQUIRED to attend a MILSIM event.

• Minimum 16 years of age.
• Deadrag
• Mid capacity or low capacity magazines (See below)
• 1 foot of Paracord attached to combat gear.



Rules:

All Cane Creek Airsoft rules apply, except where specifically addressed within these additional rules.

-Minimum of 16 years old. ID may be requested at the discretion of game moderators.

-Airsoft is an honorable sport. CALL YOUR HITS. If you are caught cheating, you may be subject to being asked to leave and banned from future MILSIM events. Cheating WILL NOT be tolerated.

-Dead players MAY NOT TALK, except to request a medic. This is considered cheating! See above.

-The use of mid cap magazines is REQUIRED, low capacity mags are preferred. This does not include LMGs, i.e. (SAWs, M60s, RPKs, etc), whose size and role should allow for higher ammo consumption.

-Sniper rifles must be single shot ONLY, either bolt action, or modified internally. (Mosfet modifications accepted)

-Teams will be divided by color of camouflage and tactical gear.
***Tan will include: All desert camo, or tan based camo, (DCU, Desert MARPAT, Multicam, Desert DPM, ATACS, etc)
***Green will include: All woodland or green based camo, (BDU, MARPAT, DPM, OD, Flecktarn, etc)
***Black and ACU gear will be swing colors, and may be placed on either side to help regulate team size. If contractor or civilian gear is preferred, be sure to wear colors that make you easily identifiable to your team. (i.e. don’t show up in jeans, green shirt, and tan gear.)

-The use of "safety kills" is strictly PROHITBITED. Players are encouraged to show mercy on opposing players by challenging them to surrender, if such a call is feasible (i.e. by being in very close contact AND by the other player being unaware of their own disadvantage). The player (s) that has been challenged to surrender may choose to risk great pain and certain death, and not surrender. If a player (s)chooses to surrender, they must IMMEDIATELY make their intentions known by raising a hand to indicate their compliance, place a dead rag on their head and follow the wounded or killed rules accordingly.

NOTE: Faking a surrender is unsportsmanlike, and anyone who does so may be subject to discipline, including being asked to leave.

-Knife kills are accepted, but a safe training knife must be used, and must touch the opposing player (throwing the knife is prohibited.) The killed player should die quietly, and MAY NOT CALL FOR A MEDIC, although if one is nearby, and discovers the wounded player, the player can be healed as normal.

***Other than a knife kill, NO PHYSICAL CONTACT WILL BE TOLERATED. No punching, kicking, tackling, or other aggressive contact is allowed.***

-Medic rules:

Medics (and the number allowed per team) will be predetermined before the game. Medics will be issued white tape (either electrical type, or medical tape), and must use this to mark respawned players.

• Parachute cord (550 cord): All players are REQUIRED to have approximately 1 foot of paracord attached to their combat gear, with 5 knots tied in it. When a medic is healing a wounded player, the medic will untie all 5 knots, then retie them, giving the visceral feeling of being “worked on.” A limited amount of paracord may be provided at MILSIM events by the game moderators, and may be provided at the cost of $1 per approximate foot.

PLAYERS ARE ENCOURAGED TO PROCURE THEIR OWN PARACORD PRIOR TO GAMEDAY, AS THE PARACORD COMES FROM THE MODERATOR’S PRIVATE STASH!!!!!!!!!!!!!

First hit: Wounded. Player must sit, or lie down for 5 minutes (MANDATORY) and may only communicate by requesting a medic, either by radio or yelling. They must cover their head with a dead rag. After 5 minutes, the player has bled out and must return to the designated respawn area.

Second hit: Wounded. Player must sit, or lie down for 5 minutes (MANDATORY) and may only communicate by requesting a medic, either by radio or yelling. They must cover their head with a dead rag. After 5 minutes, the player has bled out and must return to the designated respawn area.

Third hit: Killed. Player must STILL sit, or lie down for 5 minutes (MANDATORY) and may not communicate in any way with any other players. They must cover their head with a dead rag. After 5 minutes, the player has bled out and must return to the designated respawn area.

If a medic responds to a wounded player during the 5 minute period, the medic must untie the 5 knots in the wounded player’s paracord, retie the 5 knots, And THEN encircle the wounded players arm with the issued tape. (The tape should not be too tight as to be uncomfortable, but needs to be secure enough not to fall off. ) For the second wound being treated, the tape should encircle the opposite arm. A killed player (3rd Time Shot) should remove the tape from both arms, and place in a pocket or trash can, prior to respawning.