SECTION
1: CHEATING AND SPORTSMANSHIP
Airsoft is a game of honor and as players we must take faith in the fact that
other players will play honestly. Not following the spirit of any of the rules
listed below will be considered cheating and will not be tolerated.
If
there is ever an occurrence when you feel you have hit someone
and they do not call it, DO NOT yell and swear at them in the
middle of the field (or off the field for that matter). If you
have a problem, talk to that player and indicate your side of
the story (I saw it hit your tac vest, helmet, etc.). Maybe the
player didn’t feel it; maybe you didn’t hit them.
Who knows? It’s only a game. If there is ever an occurrence
when you think you might have been, but are not for sure, call
yourself out and wait for the next mission to begin.
Any
form of physical altercation (i.e. fighting) is not tolerated
whatsoever. If a player is ever involved in a fight, he/she must
agree to not play at any TASO game for a minimum of two (2) months.
If that same player is ever involved with a second fighting occurrence,
that member will no longer be allowed to play at ANY TASO game-
EVER.
SECTION 2: SAFETY
Note: Failure to follow the recommended safety guidelines can put yourself
in danger of bodily harm. Some safety rules may vary from field to field, please
take the time to familiarize yourself with your local Airsoft safety rules
before playing. Safety should always be your first concern.
Personal Safety
Eye Protection:
Proper eye protection is mandatory at every Airsoft field in the state of Texas.
Only the use of Industry approved Paintball Manufactured goggles are acceptable
at ALL fields. However Ballistic Shooting Goggles that do not have any cracks
or holes larger than 6mm are allowed on most Airsoft fields. All lenses must
be rated at ANSI 87.3 1989. Regular shop goggles, shooting glasses, or sunglasses
are not adequate enough for protection and are not allowed! If the eye protection
is not FULL SEALING (meaning NO gaps between the face and lens/frame) then
you must receive permission to use that eye protection from the Field Owner.
Face Protection:
Though only recommended, face protection can be just as important as eye protection
in some cases. When playing in tight quarters or at very close proximities,
the use of full paintball masks and/or Balaclavas can greatly reduce the chance
of whelping if accidentally hit in the face. Most indoor events/games require
full face protection as an additional measure. Outdoor use of full face protection
is not required, but recommended.
Hand Protection:
Commonly overlooked as a good form of protection, a players hands can be very
important in the prevention of unnecessary pain when accidentally hit. The
use of gloves (full or fingerless) greatly helps in the reduction of energy
transfer when hit by a BB. There are a variety of gloves on the market to choose
from, however paintball gloves tend to be better suited for practical purposes.
Foot Padding:
Definitely a given, proper footwear is important when playing Airsoft or any
other action sporting game. Tennis Shoes and Sandals just don't cut it when
running around the woods or a bombed out CQB facility. Proper Law Enforcement/Military
Grade Boots are highly recommended for play. For some of you soft-footed players
out there, it's recommended to wear an additional pair of socks for protection
against blisters. However purchasing a cheap pair of foot inserts for your
boots can save you allot of extra grief.
Knee Padding:
Another item not often considered for standard play, Knee pads are also recommended
when on harsh terrain that could be hazardous. Aside from the obvious protective
qualities, they too are excellent for comfort and safety.
Elbow Padding:
Often not considered for standard play, Elbow pads are recommended when on
harsh terrain that could be hazardous. Aside from the obvious protective qualities,
they are an excellent comfort factor for people who do al lot of crawling,
sneaking, and lying down.
General Safety
Firing on observers, eliminated players, or any other non-participating individuals
or group of individuals is prohibited. Such action shall be grounds for immediate
ejection from the field of play, and constitute termination of that player’s
activity for that day’s schedule. All weapons should have a Barrel Blocker
or the magazine removed as an extra precaution when the weapon is not in use.
Fireworks, pyrotechnics and similar devices are only allowed to produce safe
effects, such as smoke, light and sound, and they will have to pass inspection
before each game from the Event Organizer, Field Owner or TASO Officer In Charge.
Field owners have the exclusive right to allow or reject the use of any types
of pyrotechnic devices.
Check
your weapons and gear for proper functionality before starting
play. A player is personally responsible for his/her equipment,
whether owned, borrowed, or rented. If you break or ruin something,
you will be held responsible for any damages. Accidents do happen.
Be careful and play responsibly.
SECTION 3: WEAPON VELOCITY
The maximum velocity of all weapons shall be measured in the form of muzzle
velocity in feet-per-second with the Hop-up turned off, using 0.20 gram BBs.
For safety reasons these are the official fps limits are:
1. Indoor & CQB Velocities: During indoor events and/or Close Quarters
Battles, the indoor velocity rule is to be observed at all times. No AEG (Airsoft
Electric Gun) or Gas Gun is allowed to fire above 300fps. Personal safety (as
always) is especially important during indoor games. Stock AEG's can still
be hazardous at close distances. A surrender should be presented for any engagements
occurring indoors.
2. AEG Velocities: During outdoor events the Outdoor Velocity rule is to be
observed at all times. Unless otherwise specified, no AEG is allowed to fire
above 400fps or 1.48 joules. A surrender should be presented for any engagements
under the 10 feet rule. If your field and/or event is using the Specialty Velocity
Rules be sure to adhere to the additional safety rules that go along with those
velocities.
3. Support Weapon Velocities: During outdoor events this type of specialty
velocity can be used; however, it's own set of operational guidelines must
be followed. This special velocity (450fps) may be only be used at distances
over 40feet. If a player is within 40 feet, you may not use this gun/velocity.
A secondary gun that meets the Standard Outdoor Velocity should be carried
as well, for any engagements under the 40 feet rule. Support Weapons are defined
as those weapons specifically designed to be used in a support role (including
the M60, the M249 and the RPK). A regular AEG shooting over 400 fps does not
constitute a support weapon!
4. Sniper Weapon Velocities: During outdoor events this type of specialty velocity
can be used. It however has it's own set of operational guidelines that must
be followed. This specialty velocity (550fps) may be only be used at distances
over 100feet. If a player is within 100 feet you may not use this gun/velocity.
A secondary gun that meets the Standard Outdoor Velocity should be carried
as well, for any engagements under the 100 feet rule. Sniper Weapons are defined
as bolt action or semi-automatic only. Any weapon with the ability to be switched
to full auto, does NOT constitute a sniper weapon!
These
limits IN NO WAY indicate what your guns should be shooting at!
It is NOT a goal to reach! It is a LIMIT. It is recommended that
your guns shoot below these figures.
Also, remember, the stronger the spring the more expensive upgrade parts you
will need, and the sooner your gun will break.
SECTION 4: PLAYER ELIMINATION
Direct contact with a fired BB on any part of a player’s body shall be
considered a "kill" or “hit”; and, constitutes that player’s
elimination. This includes BB contact, or hits, on the person’s clothing,
headgear, and equipment closely attached to said player’s natural body
silhouette.
Ricochets,
intentional or otherwise, are not considered direct hits or “kills”.
All penetrating shots shall be considered valid shots; and are
not considered ricochets. Penetrating shots are defined as shots
passing through grass, bush, leaves or thin material used for
cover. A hit from a player’s teammate, or "Friendly
Fire", shall count as a “kill”. Players legally “killed” shall
confirm their elimination by shouting aloud the word “HIT”, “DEAD”,
or “OUT”. Players “killed” shall immediately
signify their elimination by standing upright, holding their
weapon above their head in clear visibility of any other player
after first calling out the words “HIT”, “DEAD”,
or “OUT”, and display a “Red Rag/Dead Rag”. "Killed” players
shall make their way out of the field of play to a previously
agreed holding area. DO NOT stand in the middle of the field
when you are dead! Alternate methods shall be discussed and agreed
upon prior to commencement of any activity.
Eliminated
players are prohibited from giving hints, clues or instructions
to any active player.
Where
the activity specifically calls for the use of “reincarnation” of
eliminated players, the “reincarnation” period shall
be of a time duration or medic rules established prior to the
commencement of play.
Exception - Hits on the player’s gun, or under special rules, pieces
of bulky equipment such as backpacks shall be considered “non-lethal” or
incidental hits, and shall not be use as a basis for elimination.
SECTION 5: HOSTAGES
Under no circumstances shall a player take hostages.
Taking “hostages” shall be defined as the deliberate use of a player,
a non-participating individual, or group of individuals, by a player in order
to use them as cover or to gain a firing advantage on other participating players.
This rule shall stand regardless of whether or not the non-participating individual
or group is situated within the field of play.
SECTION 6: PHYSICAL CONTACT
Any unwanted or unwarranted physical contact such as holding on to, grappling,
or physically detaining a fellow participant’s clothing or gear shall
be prohibited.
SECTION 7: TIME-OUTS
Once the scheduled mission has started, calls for a time-out shall be deemed
as invalid and non-binding. Players who cannot continue shall eliminate themselves
from the field of play and signify their elimination by the method described
in Section 4 of these Rules of Engagement. Similar to an actual “kill”,
players may return to the holding area or remain at their point of elimination
for the specified “reincarnation” period.
Exception - Time-out calls shall apply only in cases of emergency such as accidents,
serious injury requiring medical attention, notification of personal/family
emergencies, presence of civilians or other non-participants.
SECTION 8: BOUNDARIES AND LIMITS
Players shall observe all boundaries and limits to the field of play as established
prior to commencement of activities. There shall be no deviation from the established
boundaries at any time.
SECTION 9: "NO FIRE" ZONES
Players shall not engage an opponent from, into, and/or across any designated "No
Fire" zone.
SECTION 10: COMMUNICATIONS EQUIPMENT
Use of radio and electronic communications equipment on the field of play is
acceptable. However, covert monitoring of opponent radio channels is strictly
prohibited.
SECTION 11: COMMENCEMENT AND TERMINATION OF ACTIVITIES
Each scheduled Mission shall be considered begun when the OIC or Event Organizer
shouts aloud the phrase, “GAME ON - SAFETIES OFF!” Similarly, the
activity shall be considered terminated when the OIC or Event Organizer shouts
aloud the phrase, “GAME OFF - SAFETIES ON!”
SECTION 12: FIELD RULES
Specific field rules are given with every emailed game schedule, posted on
the Airsoft Retreat calendars, and listed in the field lists on www.texasairsoft.org.
You MUST follow these rules. They are from the respective fields and field
owners. Usually they are mandatory for insurance reasons. Anyone who is unable
to comply with the rules set by the field will not be allowed to play that
day. You must pay the field fee for the given game day.
If something is lost or dropped, report it to the organizers. Include markings
and description of the item.
SECTION 13: SPECIAL PLAYING CONDITIONS
These are circumstances under which, by prior agreement, all participants agree
to, and abide by, additional or modified rules regarding player elimination,
re-generation and other special rules for scenario play.:
SECTION
14: STINGER TEAM FIELD GROUND, VEHICLE, AND WEAPONS SAFETY
GROUND
SAFETY:
The terrain hosts large creek beds, significant elevation changes, (2) ponds,
and much rocky terrain. In addition, the terrain is fairly inhabited by wildlife,
snakes, and cattle; players must leave the wildlife alone. Players should pay
attention to their footing on the hillsides, and watch for cactus and sharp
rocks.
CQB
Area’s:
There are several buildings forming CQB area’s on the field. During ALL
indoor engagements, your AEG MUST be switched to semi-auto; NO player is allowed
to fire full-auto in a CQB area. Any player caught firing full-auto in a CQB
environment, will be removed from the CQB area. If that player is caught firing
full-auto in a CQB area again, he will be removed from the field.
VEHICLE
SAFETY:
Only event authorized vehicles are allowed past the parking area’s on
the field. All players who ride in a vehicle, must wait until the vehicle comes
to a complete stop before loading into or exiting the vehicle. No players shall
engage a vehicle at any time; vehicles are not targets.
WEAPONS
SAFETY:
Never point your AEG at anyone you do not intend to shoot. When test firing
an AEG, players must point their AEG’s in a safe direction, downrange
toward the field of play, to do so; no test firing should occur in the parking
area around other players’ vehicles. All players must switch their safeties
to “SAFE” position when leaving the field of play. |