The following is the ASCO 2010 Ruleset
1. Equipment Requirements 1.1. Goggles / Eye protection.
1.1.1. All players must wear full sealing, ANSI Z87.1 Compliant or better (This is usually posted either on the packaging or on the manufacturer's website) with retaining strap goggles. “Shooting glasses” are not allowed. “Sansei” style stamped steel mesh goggles are allowed (but are not suggested) if they are full-seal. 1.1.2 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. 1.1.3. Mouth and ear protection are highly suggested but are not required.
1.2. Uniform (for event using uniforms) 1.2.1. Each player shall wear the uniform of their corresponding team. The uniform is defined as pants, jacket /shirt and headgear. A players gear/vests are not required to match the uniform but similar colors are encouraged. 1.2.2. Head gear must be a similar color and not the color of any other team. 1.2.3. No Ghilli suits will be allowed for either side. 1.2.4. All players shall have on them at all times a red or orange “dead rag”. No red or orange head gear may be worn. 1.2.5. Staff and staff players (when functioning as staff) shall wear a blue or light blue “Staff rag”. Players will not be allowed to wear any kind of blue headgear. 1.2.6. Exceptions will not be allowed. Players that arrive without the proper uniform will not be allowed to participate.
1.3. FPS Limits 1.3.1. The following are the muzzle energy limits for all airsoft weapons Rifles and Pistols (AEG’s) = 1.5 Joules (402fps with 0.2g bb) DMR = 1.88 Joules (450 FPS with 0.20g bb’s) SAW’s = 1.5 Joules (402 FPS with 0.20g bb’s) Sniper Rifles (Bolt action only, not capable of semi or full) = 3 Joules 1.3.2. All airsoft weapons must be under their corresponding energy limit. Any weapon that is shooting over the energy limit will not be allowed on the field. If a player has a weapon that is over the energy limit they may either retune their airsoft weapon within the energy limits or hand over the item to the chrono staff for the duration of the event. 1.3.3. Velocity reducers are not allowed, and all testing/chrono of airsoft guns will be conducted with the hop-up fully disengaged. 1.4. Magazines & Ammo 1.4.1. No Hicap / Winding Magazines are allowed to be used, only Mid-capacity, Standard / Low-Capacity or Real Capacity magazines shall be used. Support weapons (i.e. M249, M60, RPK) may use a box-mag, see section 1.7 for allowable Support weapons. 1.4.2. No metallic or paint ball bb’s are allowed , see event site rules for specific bb restrictions. 1.4.3. Players are allowed to carry as much ammo with them in the field and can carry manual operated BB loaders. Electric or Motorized bb loaders cannot be taken into the field (Staging area that is not in play is fine OK) 1.5. Grenades & Claymores 1.5.1. BB / Frag Grenades: only gas powered or mechanical grenade devices will be used. No pyrotechnic grenades will be allowed. 1.5.2. Smoke Grenades: See the site / game specific event for restrictions. If smoke grenades are used they must be cold-burning smoke grenades and may not have any open flame. 1.5.3. All grenade / Claymore device bb’s must strike the player to count as a hit. There is no kill radius. 1.5.4. Claymores and Booby traps: Only gas powered or mechanical devices will be allowed. No Pyrotechnic devices will be allowed by players. 1.5.5. Only commercially available grenades or devices are allowed, no Homemade grenades or devices are allowed. 1.5.6 Event Staff may use several pyrotechnic and non-pyrotechnic devices, follow all staff instructions in relation to these items.
1.6. DMR Weapons 1.6.1. DMR weapons: Must be a replica of a true DMR in use by the military, is mechanically incapable of shooting full-auto, have at least a 18” / 455mm inner barrel, and a 2x or greater scope. 1.6.2. A DMR must be claimed at chrono and will indicated as such. 1.6.3. DMR’s are not allowed to engage targets that are closer than 50’.
1.7. SAW / Support Weapons 1.7.1. Support / SAW weapons: Only genuine Squad Assault / Support weapons will allowed to be used as a support weapon. The airsoft gun must be a replica of a belt feed weapon. Examples of acceptable replicas are the M249, M60, RPK, M2, Shrike. Adding a box mag to a M4 does not make it a support weapon. 1.7.2. Only Support weapons will be allowed to use Box Mags / Drum mags. 1.7.3. SAW / Support Gunners are not allowed to engage targets that are closer than 50’.
1.8. Heavy Weapons / Grenade launchers 1.8.1. Only approved grenade launchers / rocket launchers are allowed to shoot rockets. 1.8.2. Rocket Launchers: Only commercially available launchers may be used unless otherwise approved by the event Chief of Staff prior to the event. 1.8.3. Approved Rockets: Nerf Pocket Rockets, Zocker Darts, Milsim Labs or F-65 may be used as rocket, all other rockets must be pre-approved by the event Chief of Staff. 1.8.4. Rockets have a kill radius of 10’ (20’ Diameter) from both the first impact point and final resting point of the rocket. The player that is the closest to either the final resting spot of a rocket or impact point will indicate which players are alive and which are dead. 1.8.5. Rockets are the only way that a vehicle can be disabled or destroyed (see article 3)
1.9. Snipers 1.9.1. A sniper rifle replica weapon must be bolt action only. Snipers are the only individual allowed to use a replica weapon that falls within the sniper energy limits 1.9.2. Snipers may not engage any targets that are closer than 75’. 1.9.3. Snipers are unable to “bang bang” enemy targets with a sniper rifle. If a target is within 75’ a sniper must transition to a secondary weapon that falls within the base energy limits.
1.10. Artillery 1.10.1. Artillery pieces: Only commercially available launchers may be used unless otherwise approved by the event Chief of Staff prior to the event. 1.10.2. Artillery may never be fired directly (straight shot) at an individual, all shot must arced shots. 1.10.3. Light Artillery Round have a 15’ kill radius. All players within the kill radius are considered hit, but can be healed by a medic following the standard medic rules. Light artillery rounds are any rocket round with an approximate 2” diameter, this includes Nerf Pocket Rocket, Zocker Darts, Mil-sim Labs M-37 / LG36 /303. The player that is the closet to the center of the kill radius will indicate which players are within the kill radius. 1.10.4. Medium Artillery Rounds have a 20’ kill radius. All players within the kill radius are considered hit, but can be healed by a medic following the standard medic rules. Medium artillery rounds are any rocket 3” in diameter or larger. The player that is the closet to the center of the kill radius will indicate which players are within the kill radius. 1.10.5. Simulated Artillery will consist of staff controlled pyro and non-pyro devices set off in a rough proximity to players. A staff person will always be present when a simulated artillery device is used and will determine who is “killed” and who is safe. Follow all staff instructions in regards to simulated artillery.
2. Hit Rules /Regen / Medic 2.1.1. A Hit anywhere on your body and gear counts as a hit. Gun hits do not count. Friendly fire does count. 2.1.2. Once a player is hit they must vocally and physically indicate that he is hit and place a dead rag / red rag on their head and sit in place. Players may move a few feet to get out of the line of fire and may stand up temporally waiving a dead rag to indicate that they are dead. 2.1.3. Players will refrain from using full auto fire or very fast semi auto fire in engagement distances less than 30 feet. 2.1.4. A 15 foot safety zone exists for each player. No player is allowed to shoot another player inside 15 feet of each other. 2.1.5. A player may “bang bang” kill or safety kill another player only when he enters another player’s 15 foot safety zone from the rear arc with clear shot and the opponent is unaware of his presence. A “bang bang” kill can also be completed from front if the player is stationary and the opponent enters his 15 foot safety zone and is unaware of the players stationary position. If players are within 15 feet of each other and the bang bang rules do not apply either player may say “parley” at which both players will back off 50 feet from each other and resume play. A player can only bang kill one other player at a time, you can not bang kill an entire group with one bang kill. 2.1.6. Players may “ Rubber knife” or “tactical spoon” kill other players by tapping them lightly with a rubber knife or spoon. 2.1.7. See the event rules for regen and medic rules.
3. Vehicles 3.1.1. Vehicles will only be operated by the approved event staff and assigned players. Vehicles must stay on the roads at all times and are not permitted to exceed 15 mph. 3.1.2. Open top portions of vehicles such as the driver of an open top jeep or the passengers of an open top truck are vulnerable to small arms fire (AEG or Pistol fire). Enclosed vehicles and their driver / passengers are not vulnerable to small arms fire and can only be disabled by the use of a rocket fired from a M203 / approved Rocket Launcher or artillery fire. Rockets will also disable open top vehicles as well. 3.1.3. To disable a vehicle a rocket must directly hit the driving cab of the vehicle. Once a vehicle is disabled the passengers are still alive and must exit the vehicle. Once the passenger exits the vehicle (their foot touches the ground) they are once again vulnerable to small arms fire and normal hit rules are in effect. 3.1.4. Players are not allowed to barricade, stop or stand in front of vehicles. Any player doing so is considered dead or “run over” and must return to regen (no medic).
4. Player Conduct 4.1. No Cussing – players will refrain from cussing and inappropriate language. 4.2. DO NOT INGRORE HITS. Players not calling their hits will be ejected from the event. Call your own hits. 4.3. We do not encourage trash talking to other players on the field. Be honorable. 4.4. Do not take other people personal gear. Game play “steal able” items will be provided by staff and will not be personal gear or property. 4.5. No aggressive physical contact is allowed. 4.6. Listen to event staff and approved game hosts. Only game hosts will make game play announcements (such as same on, endex, goggle status and the like) 4.7. Players will abide by all federal, state and local government authorities and laws. 4.8. Players refrain from being under the influence of any drugs or alcohol at and during any airsoft event. 4.9. Players must also abide by any site specific or event specific rules. 4.10. No Blind firing, you must be able to see the front of your weapon and your target when engaging.
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