Safety and rules at Scribblestown Airsoft
We are fully insured and provide a safety brief before game commencement.
RULES AND REGULATIONS FOR EQUIPMENT USED IN OPERATIONS
This section deals with all rules and regulation pertaining to equipment used in operations and safety. Safety is a very important issue to us. We want all operators to have a good time but at the same time we want all operators to be as safe as possible while conducting our re-enactments. Also see Eye Protection Requirements.
Airsoft Guns
Operators may use any legitimate military style airsoft gun as long as it complies with the velocity limits.
Velocity Limits
328 FPS with .20g BB. ANY READINGS HIGHER THAN THESE WILL IMMEDIATELY DISQUALIFY THE GUN!
Eye Protection
EYE PROTECTION is MANDATORY! All goggles and safety glasses must have a hard lens or mesh and must meet ANSI Z87.1 standards. There must be a full seal around the eyes and must have a safety strap to prevent them from falling off. Goggles with soft lenses or shop glasses without a full face seal are not acceptable. If you can insert the eraser-end of a pencil between your face and your protection, it does not offer a "full seal" and is not acceptable.
Goggles and glasses with anti-fog lenses are highly recommended. Clearing fog during combat operations must be done w/o removing your eye protection. If you remove your eye protection during an operation, you will be asked to leave.
Mouth Protection
While not mandatory, we strongly recommend that all operators also use a facemask or protective mouthpiece during combat operations. The reason for this is, although extremely rare, Airsoft BBs have been known to take out teeth.
Airsoft Rules
No Blind Firing:
You must be aiming down the barrel of your AEG to engage an opponent. Dont put your AEG around a corner or over a wall without looking down the sights as a player may be directly in front of your barrell. It is also in the interest of fair play.
Dead men don’t talk:
When you are hit and/or re-spawning do not pass on any information to other players whether it is verbal or nonverbal!
Buildings:
Semi auto only inside buildings.
You may fire full auto out of a building or into a building from outside.
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No Overkill:
One shot is all it takes to eliminate a player. As soon as their hand goes up or you hear “hit” cease firing at that player, likewise it is up to the hit player to call out their hit loud and clear.
Rules from Scribblestown Airsoft
RULES & REGULATIONS QUICK REFERENCE CHART
1. All operators are expected to follow the "Code of Conduct"
2. CHEATING WILL NOT BE TOLERATED
3. All Airsoft Electric guns, must chrono at 328 fps or less using a 0.20g BB . All Squad Assault Weapons must chrono at at 328 fps or less using a 0.20g BB. All Sniper Rifles must chrono at 328 fps or less using a .20g BB. ANY READINGS HIGHER THAN THESE WILL IMMEDIATELY DISQUALIFY THE GUN.
4. All operators must use approved BBs
5. All operators must use hard lens or mesh type goggle or glasses that have a tight seal around the face
6. All hits to the operator's body count as a kill, including web gear
7. Gun hits disable your weapon until respawn.
8. When you are hit you will die in-place and act as if you have been fatally shot then put your gun over your head or on your shoulder with one hand in the air and then move away from the combat area at least 300 feet
10. Dead men do not talk to live operators
11. Dead men do not talk on the radio, not even to say "I'm dead"
12. Dead men do not spectate. They hunker down away from the field of action and contemplate their state.
13. If a dead man suddenly finds himself in a combat zone, he will immediately move to a new secluded area.
14. If any operators have any disputes, they are expected to resolve them in a gentleman-like manner.
Detailed Rules:
Hits
1. Hits to any part of your body count as a kill.
2. Hits to any part of your tactical gear or equipment, such as ammo bags, canteen, and pouches, etc. also count as a kill.
3. Ricochets that hit you do not count as a kill. (certain exceptions apply)
4. Hits to the gun do not count as a kill.
Getting Hit
When you are hit, by all means act it out. Scream, yell, cry for your Ma or die with your guns blazing in the air. It all adds to the realism of the re-enactment. Also, if you feel that an operator has made a good shot, by all means compliment him on his marksmanship. When an operator is hit and after acting out his death, should he choose to do so, that operator will raise his hand and or gun over his head and yell "HIT" as loudly as possible. It is important to yell "Hit" loud enough so that the enemy can hear you. If you don't, enemy operators may continue to shoot at you. If you have a red rag, place it on top of your head. This makes it easier for enemies to identify you as a dead man.
Dead Man Rules
1. Dead operators must vocally and visibly show that he is dead.
2. Dead operators will put a red rag on their head (if available)
3. Dead operators must immediately move out of a combat area.
4. Dead operators may not talk to live operators, but may talk to other dead operators. .
5. Dead operators may not talk on the radio but may continue to monitor their team's frequency.
6. Dead operators must remain quiet, hidden and must not be seen by any live operator.
Note about dead men: If a live operator comes upon a dead man or men, the dead man (or men) are now in a live area, therefore they must leave IMMEDIATELY. Live operators may NEVER stalk or lie in wait for an operator to reincarnate, then to shoot them. It's considered poor sportsmanship-like conduct. Should a live operator come upon a dead operator just as he is coming back into the action, allow the newly reincarnated operator ample time to move away and take cover before engaging him in a firefight.
Reincarnation
After an operator has been shot and has waited the appropriate amount of time as a "Dead Man", the operator is considered a fresh reinforcement troop and may resume the mission.
Airsoft Hits
Because airsoft BBs strike with only a fraction of the impact of paintballs and do not leave a mark on the clothing, disputes sometimes arise as to whether an enemy operator has been hit or not. In the heat of battle, an operator may sometimes not feel a BB hitting him for several reasons. The most common reason is adrenaline. Sometimes an operator is so focused on an objective that he may simply just not feel the hit. There are many examples of this in real life combat. A solider may be grazed by a bullet and not notice it until later. Also, when operators are making a run for a flag or for cover, it's difficult for them to feel the hits because they are moving quickly. Equipment such as tactical gear or a tactical vest will also prevent an operator from feeling a hit. However, in most cases, BBs hitting someone's equipment makes a distinct sound, and both operators can usually hear this. This can also happen when someone is wearing heavy clothing, as is often the case during the wintertime. However, hits on clothing are usually more difficult to hear. Also, if you are shooting at an operator at longer ranges, the BB may not be hitting the person hard enough for him to even notice. On the other hand, there may be situations that an operator thinks he has hit his opponent but in reality he hasn't. The most common one is long-distance shot. To the shooting operator it may look like he's hitting his target but in reality his BBs are falling short of their target. Another thing that can create a false sense of a hit are bushes. Bushes can easily deflect a shot. In rare cases an operator can miss someone even at close range. In his excitement to shoot his enemy, some operators spray their guns wildly and hit everything but the target.
Resolving a Hit Dispute
First of all, if you think you hit someone, give him the benefit of the doubt. Maybe you didn't hit him. But if you are absolutely sure, then you may call a "CHECK" on an enemy. A "CHECK" lets an operator know that another operator feels that he has been hit. After a CHECK is called the combatants can discuss the hit. In most cases the situation can be quickly resolved. If there is still some dispute then both operators may consider a truce or "Parlay". If the operators still cannot agree and start arguing in an unsportsmanlike conduct, they will both be ejected from the mission.
Ignoring Hits
Operators may sometimes come across a situation where a BB lightly hit the toe of his boot or while lying down a BB hits his butt pack. He thinks that if it were real life the bullet would have just only taken off a part of his shoe but missed his toe. Or that the bullet would have just passed through his butt pack and missed him. So he thinks that hit really doesn't count and continues his mission. In Scribblestown re-enactment operations, any hit, no matter how seemingly minor, is a clean kill (except a gun hit).
Cheating
Because of the nature of Airsoft-based re-enactment, the opportunities for cheating are somewhat common. CHEATING WILL ABSOLUTELY NOT BE TOLERATED. Anyone caught cheating will be grounds for immediately dismissal from the operation and that person may not be invited back to future Scribblestown operations. Let us make it clear that cheating is just not worth it. You may be able to get away with it at first but in the long run people will know who the cheaters are. This person will eventually develop a bad reputation as a cheater and this black mark will follow him for a very long time. Eventually this person will not be able to find any operations in which to participate. So just don't do it.
Profanity
No profanity is allowed in anger at any time.
Physical Contact Prohibited
No aggressive physical contact is allowed. Anyone that makes physical contact with any other operator will be ejected immediately from the operation AO and will not be invited back.
Surrenders
An operator may call surrender only when he enters an enemy's 10 feet safety zone from behind or the side with a clear shot, and his opponent is unaware of his presence. An operator may also surrender his opponent from the front. The only difference is that the operator MUST be stationary and his opponent has entered his 10 feet safety zone. You cannot sneak up on an opponent from the front and call a surrender. Once an operator calls surrender, the defeated enemy must comply with the surrender. This is mandatory! If the surrender is successful, then the defeated enemy becomes a dead man. After the surrender, the defeated enemy may protest if he thinks his opponent has called surrender from too far away (more than 10 feet). The operators are expected to negotiate on the spot and reach amicable resolution quickly, in a non-confrontational and gentlemanly manner. Should an operator turn around before surrender is called, the operator behind can still immediately call surrender if it is obvious that he already had his gun at the ready and pointed at the back of the operator being surrendered. If there are any disputes, then the situation becomes a "parlay". An operator can surrender more than one enemy. For example, an operator creeps up behind a group of enemy troops defending a position or after watching a patrol pass buy, an operator jumps out from behind catching the patrol off guard. An opponent can surrender more than one enemy at a time if all of them are unaware of his presence.
CQB Rules
CQB/MOUT:
During strictly indoor games where full auto fire from AEGs is allowed the velocity limit is 328fps. . Only semi-auto fire should be allowed from AEGs inside of structures. A player is considered inside of a structure the moment that any part of their body breaks the plane of the inside of a structure.
(MSD 5ft, with attention to shot placement to torso or legs)
Radios
Operators are encouraged to have radios. They add greatly to effective combat operations.
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Thanks for reading. Now go join the acton
Scribblestown Airsoft