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Rules
Jan 30, 2010 16:51:06 GMT -5
Post by caboose on Jan 30, 2010 16:51:06 GMT -5
We need to start working on this event, so I'll put this thread up for rules. I'm not a big fan of the JTF rules, so we can modify those if we wanted, but I'd like to take a look at the Lionclaws rules, those should cover most situations we'd have to look out for.
What do you guys think?
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Rules
Jan 30, 2010 17:12:27 GMT -5
Post by cutlasslord on Jan 30, 2010 17:12:27 GMT -5
I think the Lionclaws rules would probably be a good starting place. They have been running for quite a long time and have probably already run into many of the hurdles we will. I think Lionclaws might be a good starting point and we can change what we think is necessary from there. I'm not really sure what the JTF rules are because they keep changing...
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Rules
Feb 3, 2010 20:38:28 GMT -5
Post by joshn on Feb 3, 2010 20:38:28 GMT -5
i think the lionsclaws rules would be better to use, and we can change to our specs
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Rules
Feb 3, 2010 22:53:32 GMT -5
Post by Shampoo on Feb 3, 2010 22:53:32 GMT -5
agreed.
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Rules
Mar 4, 2010 0:11:02 GMT -5
Post by caboose on Mar 4, 2010 0:11:02 GMT -5
Here's the draft of the rules ------------------------------------------------------------------------------ General Rules 1.1 Airsoft is a game of HONOR. Please call YOUR OWN hits!
1.2 Do NOT call opposing team players out. Calling opposing players out is poor sportsmanship and your side will be penalized if a game staff member witnesses the event.
1.3 Players caught attempting to cheat will incur penalty points for their side, and may be ejected from the game without refund and barred from future KSUAT events.
1.4 Players who attempt to steal, cause bodily harm, or otherwise break the law will be referred to local law enforcement officers and barred from future KSUAT events.
2.1 Eye protection (5.4) must be worn at all times while in a playing area.
2.2 If a player loses his eye protection or has a medical emergency, he/she should immediately call "Blind Man." Game supervisors will immediately signal a pause in the game until the affected player pronounces "All Clear", at which point supervisors will signal the game to continue. In the absence of game supervisors, nearby players should wave their red rags in the air to indicate a blind man call. Once the affected player pronounces "All Clear", players should return their red rags to their pockets and yell "All Clear."
2.3 NO blind firing. You must be able to see with your own eyes where your gun is pointed (no using mirrors or devices to shoot around obstacles).
2.4 At NO time should any player ever touch another player from an opposing team with his own person or any handheld object (e.g. no knife kills)
2.5 HIT RULES
2.5.1 If a player is hit ANYWHERE: you’re wounded. Ricochet and gun hits do not count.
2.5.2 When wounded by pellet/grenade/mine, or otherwise wounded/removed from combat, players should immediately do the following:
a. Wave your red rag above your head momentarily, then tie it around/through the front sight of your rifle or attach it to your head in a SECURE fashion. Expect to be hit multiple times while doing so - in the chaos of combat fellow players rarely have split-second trigger control.
b. Assume a non-combative posture and quickly remove yourself from the area (no waiting).
c. Return to your designated regeneration point.
d. Return your red rag to your pocket/pouch once your regen time is up.
e. It is acceptable to call "hit" or "dead man" during this process, but please keep in mind most players cannot hear you. Your red rag is the first and most important sign of being hit.
f. Red ballcaps are not acceptable substitutes for red rags. The red rag rule is intentionally "inconvenient" so players will not forget. If it helps, add a patch of velcro to your red rag.
2.6 "Safety kill!"
2.6.1 If a player enters a close range situation where firing his weapon could result in unnecessary harm to an opposing player, AND he/she has the target "dead to rights," use the "Safety kill!" rule.
2.6.2 "Safety kill!" is a safety call ONLY. It is NOT a way of killing someone tactically.
2.6.3 If a player says Safety kill! to you, you should honor the call and immediately pull out your red rag. If said player was particularly sneaky, it is appropriate to honor the kill by "quietly dying" to not give away that player's position.
2.6.4 Do not use "Safety kill!" in a situation where it could be disputed by a fellow player. If you do not have the target "100% no chance of survival/dead", closer than 20 feet from behind the opposed player, do not say "Safety kill!" DO NOT:
EX 1: You see multiple players from a distance, run though the group yelling "Safety kill!" at everyone.
EX 2: You see someone hiding behind a tree, and call safety kill on them because you see part of them.
2.8 REGEN
2.8.1 After being hit, all players should immediately return to their designation regen area. Do not wait unless you have an emergency which prevents you from moving.
3.1 CHRONO AND VELOCITY/ENERGY LIMITS
3.1.1 Velocity reducers are NOT allowed. 8mm is also NOT allowed.
3.1.2 Players should report to the chrono station with an empty mag for each weapon. The Chrono staff member will insert the testing BBs in the empty mag.
3.1.3 All weapons will be chronographed using .20 gram NON-BIO BBs.
Velocity-------- Semi/Auto------ Engagement Range------ Color Ranking 0-350 FPS Semi/Auto ≥ 20 ft. White 351-420 FPS Semi/Auto ≥ 40 ft. Green 421-450 FPS Semi/Auto ≥ 60 ft. Yellow 451-500 FPS Semi Only ≥ 80 ft. Blue 501-550 FPS Semi Only ≥ 100 ft. Red
3.1.4 Semi Only requires that a gun is permanently modified to fire single only. Promises to only fire semi will not be accepted, the gun must be incapable of firing full auto without further modification.
3.1.5 If a gun fires above 550 FPS, the Event Manager will immediately check the weapon. If he duplicates the reading above 550 FPS, the Airsoft weapon will immediately be ruled out of play. The field limit is 550 FPS, NO weapon will be allowed over this limit, NO EXCEPTIONS.
3.1.6 An out-of-play gun has three options: a. The player leaves the AO with the Airsoft weapon.
b. The player tunes the weapon to below the field limit and re-chronos the gun.
c. The Airsoft weapon is locked in the event secure storage and returned at the end of the event.
3.1.7 All Airsoft weapons are subject to staff spot checks throughout the event.
3.1.8 Chrono'ing will be available from approximately Saturday morning from 8:00 am to 11:00 am. After chrono’ing, a color tag indicating the engagement range will be affixed to the gun.
3.1.9 Any un-tagged guns found in the game are grounds for immediate disciplinary action. It is the player's responsibility to make sure his/her gun is properly inspected and tagged before the game. 3.1.10 All Airsoft weapons including pistols (electric or otherwise) must be chrono'ed. NO CO2 or red gas is allowed at KSUAT events, no exceptions.
3.1.11 Pistols must chrono below 350 FPS to be allowed on the field (with .20 g BB’s). Their engagement range is 10 ft, within this you must use a safety kill or back off.
3.8 GRENADES
3.8.1 Hand grenades will NOT be allowed at KSUAT events because of safety concerns with terrain. They are not very useful in woodland anyway.
3.8.2 Grenade launchers (firing bbs) are allowed, but they cannot use CO2 or red gas. Engagement ranges for them are ≥ 20 ft.
3.9 MINES and BOOBY TRAPS
3.9.2 Players may bring and use claymore mines under the following conditions:
a. They are spring/electric/mechanically powered (no CO2). b. Use remote detonators - no tripwires.
c. Use is governed by the same safety rules as AEGs. No use on targets closer than 15 feet i.e. NO POINT BLANK BOOMS!
3.11 Absolute NO smoke grenades, pyrotechnics, open flames, or similar devices at KSUAT events.
4 - UNIFORM RULES
4.1 During game time players must at all times conform to the Uniform Code of the event/team you are participating with. Your uniform is a means of identification and an important part of game play. Failure to adhere to uniform code is considered a rules violation (1.3).
4.2. Game uniform will consist of a colored cloth unique to each team worn on a shoulder and extending to the elbow. This will be provided to you at registration, so there are no restrictions on gear other than for safety concerns.
4.4.3 No red shemaghs or other unique unit identifiers which could be confused with game play mecahnics are allowed on the field. 5 - GEAR
5.3 Face Protection is STRONGLY RECOMMENDED. There is often a lot of close contact and there is a high probability you will suffer close range face hits through no fault of your own or other players. Players who do not wear face protection play at their own risk.
5.4 EYE PROTECTION
5.4.1 Eye protection must have a rubber/foam/soft material seal that closely conforms to your facial features.
5.4.2 Eye protection must be secured against the head via tight elastic or adjustable strap that pulls flush against the head.
5.4.3 Eye protection should be ANZI Z87.1 compliant or better. This standard is usually posted either on the packaging or on the manufacturer's website. 5.4.4 Wire mesh goggles should be made from stamped steel and not deform from repeated close range hits. We recommend players test their mesh goggles in a careful controlled environment before attending an event with these type of googles/face protection.
5.4.5 Eye protection will be checked as part of morning inspection before the game.
5.5 A portable water storage device such as a camelbak or canteen is mandatory gear for KSUAT events participants. Players are responsible for their own hydration! There will be water at the event, but it is a backup measure only, be sure to bring your own.
6 - COMMUNICATIONS
6.1 To ensure orderly comm traffic at KSUAT events, radio bands/channels are predesignated. Radio freqs will be provided via secure forum at a later date.
6.2 Channels outside your designated range are NOT permitted for use except by explicit permission from Game Staff. This includes VHF frequencies. Using undesignated channels is considered electronic warfare (see 6.3).
6.3 At NO time during any event is electronic warfare permitted. Electronic warfare is defined as (but not limited to) listening in or using alternate frequencies (channel surfing), interfering with transmissions intentionally or unintentionally through mechanical or electronic means (overpowering or VOX-ing the channel), or otherwise impeding player or staff communications.
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