General Safety

 

Safe Zone

The Car Park is a Safe Zone. This is the only place where Safety Glasses may be removed. Magazines must not be in weapons while in the Safe Zone. A shooting range will be available from the Safe Zone for testing of weapons.

 

Safety Glasses

Safety Glasses must remain on at all times in the field. The only place where Safety Glasses may be removed is the Safe Zone.

Safety Glasses 1

 

Clear and Safe

When Clear and Safe is called on the field, all players must remove the magazines from their guns and fire 2-4 clearing shots in the rifle to ensure the chamber is clear. Please bear in mind you may need to fire the rifle upside down to ensure the chamber is clear.

 

Physical Contact Between Players

There is at no time to be any physical contact between players. The only exceptions to this are when medicing and when preforming a melee kill as detailed in the rules to follow.

 

Attitude

Airsoft is a sport that involves shooting each other. It can be painful and it can be frustrating. Should you find the game getting the better of you, take a break. At the end of the day we are all out to have fun, if it stops being fun talk to a CSG member and we will take care of it for you.

 

 

Weapon FPS Limits

New weapons to the field will be chronoed by the club chrono. The club chrono has final say on the weapons designation and use on the field.

 

Pistols

Pistols are limited to 350fps and below on 0.20g BBs and have no minimum engagement distance. Anyone may use a Pistol.

RevolverPistol

 

Assault Class

Assault Class weapons are limited to 420fps and below on 0.20g BBs and have a 10 metre minimum engagement distance. Assault Class weapons running under 350fps and below on a 0.20g BB have no minimum engagement distance.

 

DMR Class

DMR Class weapons are weapons firing 420fps – 450fps on 0.20g BBs and have a 10m minimum engagement distance. Players carrying a DMR Class weapon must also be carrying a Pistol or other weapon firing at under 350fps on 0.20g BBs. DMR Class weapons must be semi-automatic and may only have 3 BBs in the air at a time. Players wishing to run a DMR Class weapon must be cleared by the Games Day Marshall or a member of the CSG Committee.

 

Sniper Class

Sniper Class weapons are weapons firing 450fps – 550fps on 0.20 BBs and have a minimum engagement distance of 20m. Players carrying a Sniper Class weapon must also be carrying a Pistol or other weapon firing at under 350fps on 0.20g BBs. Sniper Class weapons must be bolt action rifles. Players wishing to run a Sniper Class weapon must be cleared by the Games Day Marshall or a member of the CSG Committee.

 

New and probationary members are limited to weapons firing 350fps on 0.20g bbs or less.

 

Hit Rules

Calling Hit

If a player is Hit, they must call “Hit” loudly and do one of the following:

  • Place their hands in the air
  • Place their weapon in the air
  • Display their hit marker
  • Once a player has called hit, it cannot be undone. If you are ever unsure if you have been hit, eire on the side of caution and call it. It helps prevent arguments and leads to everyone having a better time.

 

Hit

A player is Hit if a BB hits any part of the players person or equipment. This includes but is not limited to their vest, ammo pouches, weapons or clothing.

 

Melee Kills

Melee kills are made when a player can make physical contact with an enemy player. This is usually done by placing a hand on the enemy player and saying clearly “Knife Kill”. Melee kills are silent, the killed player does not call hit, but does indicate they have been hit by doing one of the following:

  • Place their hands in the air
  • Place their weapon in the air
  • Display their hit marker

 

Medic Rules

Medic Rules generally consist of 3 parts: Bleed-out, Medicing, Respawn. Medic rules are at the discretion of the Games Day Marshall, however the 3 part approach is a useful template when setting up games. Try to think of all eventualities when setting out Medic Rules, keep in mind some may be multipart, for example the respawn rule may have 2 parts, one at base and one in the field. You may also wish to put different rules in place for Medicing a designated Medic player. Dragging players may also be appropriate, make sure there are rules in place as to who can drag another player, how fast they can move, if they may engage the enemy while dragging and what happens if the dragged player is hit again.

 

Bleed-out

Bleed-out happens when your team has been unable to reach you to apply a Medicing rule. This usually consists of the dead player staying in place for a set amount of time, then returning to base to respawn. Examples of Bleed-out rules are: Player stays in place for 5 minutes then calls “Return to base” before returning to base to respawn according to Respawn Rules. Player stays in place for 50 seconds then respawns according to the Respawn Rules.

 

Medicing

Medicing happens when your team is able to reach a dead player. Medicing can be preformed by either a designated medic, or buddy medic (other members of the team). This decision is down to the Game Day Marshall. Examples of Medicing are:

  • The designated medic player must hold the dead player with both hands for 10 seconds, then the dead player begins Respawn proceedings.
  • Any player from the players team tag the dead player with one hand, the dead player then begins Respawn proceedings.
  • The designated medic player places one hand on the dead player for 30 seconds, the medic may operate a weapon with their free hand. At the end of the 30 seconds the dead player begins Respawnproceedings.

 

Respawn

Respawn is the last actions taken by a player before re-entering the game after death. Keep in mind there may be multiple Respawn actions in place depending on the situation, for example there may be a Respawn Rule at base, and one in the field. Examples of Respawn are:

  • At base do 30 seconds then come alive calling “Alive” loudly. In the field after being Mediced, stand in place for 20 seconds, call “Live in 10” loudly, move to a new position in the next 10 seconds, once those 10 seconds are up call “Live” loudly and return to gaming.
  • At base instant alive when you touch the base. In the field after being Mediced stand in place 30 seconds, then call “Live” loudly and return to gaming.

 

Dead Players

Dead Players are not shields, should a player be seen using a dead player as a shield the Game Day Marshall should step in to end the practice. Dead Players who are trapped in the middle of a fire fight may move out of the engagement, but must do so in such a way that will make it easier for their team to reach them to medic.