@nuffnang

Tuesday, July 19, 2011

SKIRMISH GAMEPLAY: Rules and Regulations

Besides the practical target speed shooting, there is other style of the airsoft gameplay; the SKIRMISH. Skirmish gameplay are more into tactical combatant (WAR GAME). And one of my favorites too. Here is the basic rules during skirmish gameplay.

1) Always wear eye protection in the form of goggles, masks, or shooting glasses, or safety glasses. Never remove your eye protection while on the battlefield. Regular prescription glasses are NOT acceptable as safety eyewear. Must wear proper shatter-proof or ballistic protection goggles.

2)The “Game Moderator” is the final approval for all field decisions, the calling of games, resolutions on all conflicts and issues, and responsible for all safety related items and events that occur on the field. If a conflict or discrepancy arises that can not be solved between groups, the game is stopped and the game moderator makes the final decision regarding the conflict or discrepancy. Arguing with the game moderator will result in an immediate ejection from that day’s game event.

3)The “Safe Zone” is the area on the playing field where no weapons will be fired at any time. Failure or non compliance of this will result in an immediate ejection from that day’s game event.

4)Sealed ballistic eye protection will be worn at all times for both players and visitors to the area. Only in the “Safe Zone” when no game play is present can this eyewear be removed at any time.

5)A 20 Foot range "Bang Bang" rule will be observed for all weapons. This will be obtained by pulling out a sidearm or pointing your current weapon at a target and shouting “Bang Bang”.

6)The definition of being “Hit” is when the airsoft BB Hits any part of the players clothing, body, or weapon. Once a player is “Hit”, He or she will raise their weapon over their head and shout hit. After the fact is established, and the opposing player knows the situation the player will walk out of the battle area and return to the safe zone with their weapon over their head. All eliminated players will keep their eye protection on until back in the “Safe Zone”.

7) All integrity violations and non calling of “hits” will be dealt with swiftly and severely. Failure to or non compliance with calling hits will result in an immediate ejection from that day’s game event.

8)The term “Blind man” will be used for any real world injury. Once “Blind man” is heard all players will holster all weapons, put them on safe and remain in place unless directed by the game moderator.

9)When using the “Medic” Rule a player that sustains a hit will fall or sit in place and yell “hit”. Then the player will put a red rag on his head. In order for the player to be given first aid and resume fighting, another player must go to the person wounded, take the red rag off his head and tie one square knot onto the rag. Other wounded players can NOT medic other wounded players. Also players can only be given first aid one time. After that the player is considered KIA and will return back to the safe zone.

10) All borders and boundaries set down by the game moderator will be followed. Violations of this will result in the player becoming KIA and being sent back to the safe zone.

11)All airsoft weapons will be checked by “game moderators

12) CQB/INDOOR PLAY
All players who participate in CQB should understand that they will be engaging targets anywhere from 25 feet to even 5 feet away and because of that they may take painful hits. We recommend full masks, long sleeves, long pants, gloves, and hats/helmets be worn for CQB to avoid welts or breaking the skin. "Bang Bang" rules are not used for CQB, however players may surrender if they wish at any time to the opposing force to leave gameplay without any harm.

13) SNIPER SAFETY
Anyone acting as a sniper with an upgraded bolt action rifle over 400 fps should carry a sidearm that can be used alternately when engaging targets closer than about 60 feet. If you have no sidearm and find yourself too close to the opposing force, you may either a) use "bang Bang" rules, b) wait until they move to a safe range or c) relocate to a safe range. Do not fire at targets closer than 60 feet.

14) BLIND FIRING
Permitted as long as the players are no closer than 30 feet from each other. This must be verified by the shooter before firing. All violations of blind firing distances will result in immediate expulsion from the field.

15) IF LOCAL POLICE ENTER THE FIELD
This is a potentially dangerous situation
, and is treated as if they don't know we are playing a game. All players are expected to walk to the “Safe Zone” in plain sight, either with their guns over their head or leaving their guns in the field. Upon reaching the “Safe Zone” each player is to place his replica with his gear and gather in a group at least 20 feet from the gear. This is to provide safety by comforting the officers by removing any equipment that appears threatening to them. Gameplay is not commenced until we explain the situation and are allowed to continue.

16) All weapons will go off of set guidelines for pellet weight and feet per second. The rules for this are the following.

OUTDOOR LIMITS:

AEG - 1.49J


bb mass____FPS
0.12g_______517
0.20g_______400
0.23g_______373
0.25g_______358
0.29g_______332
0.30g_______327
0.34g_______307
0.36g_______298
0.43g_______273

BOLT-ACTION - 2.81J
bb mass____FPS
0.12g_______710
0.20g_______550
0.23g_______513
0.25g_______492
0.29g_______457
0.30g_______449
0.34g_______422
0.36g_______410
0.43g_______375
INDOOR LIMITS:

ALL GUNS - 1.01J
bb mass____FPS
0.12g_______426
0.20g_______330
0.23g_______307
0.25g_______295
0.29g_______274
0.30g_______269
0.34g_______253
0.36g_______246
0.43g_______225

No comments: