Post by Dahong Palay on Sept 14, 2010 15:18:37 GMT 8
I. FPS Limit
CQB Guns : max. 380 fps @ 0.20 gm BB
Field Guns : max. 450 fps @ 0.20 gm BB
Sniper Rifles : max. 550 fps @ 0.20 gm BB
Allowed BBs : 0.20 - 0.30 gm plastic BBs only, metal coated BBs
are not acceptable
A. Field Guns (AEG or GBB) semi- or full-auto capable
1. Assault rifles
2. Sub-machine guns
3. Machine guns
4. Pistols
B. Sniper Rifles (no semi- or full-auto capabilities)
1. BASR
2. Springers
Notes:
1. Any gun that exceeds the limit even by one fps based on
their category will not be eligible for playing.
2. Field guns that exceeds the 450 fps cannot be accepted as
sniper rifle provided it meets the next condition.
3. An AEG that will be used as a sniper rifle must be devoid
of semi- or full-auto capability. Thus, such AEG must be
modified before it is registered for chrono. A time delayer
of 2 sec. per shot must also be installed on the gun to
deter any further debate or question on use of such gun as
a sniper rifle.
4. All guns will be tested and fired by the chrono marshals
before a gun is accepted in the game.
5. Anyone caught tampering or transferring the chrono tag
will be immediately dismissed and prevented from playing the
game and any future milsim game that is hosted by the group.
II. CHRONO AND TAGGING STANDARD
A. CHRONO AREA
1. An area will be designated for chrono of players' gun.
2. Do not enter the chrono area unless you are ready,
fully loaded and in full-battle gear. There's no turning
back once you enter the chrono area. The only reason you
can go out of the chrono area and back to your car is when
your gun did not pass the chrono test and you must get a
replacement.
3. All guns that passed the chrono test will be tagged with
a self-tearing adhesive tag to avoid tampering. Any gun
found with a tampered tag will be taken out of the field and
be subjected again for chrono.
4. No one will be allowed to go out of the chrono area with
a tagged gun. Guns must be left with the chrono marshal
if it is unavoidable/necessary for you to get out of the
chrono area and go back to your car.
5. After passing the chrono area, you must immediately proceed
to the registration area and pay your fee. Then proceed to
the holding area and await your deployment.
Preparing your gun for chrono test:
1. Do not load your magazine onto your gun. The chrono marshall
will be using their own magazine for the testing of your gun.
2. Set your hop-up to zero (no hop-up effect).
3. Remove suppressor.
Note:
If the player refuses to remove the suppressor or set the
hop-up to zero or that the hop-up is impossible
to re-set to zero, a +40 fps will be added to the chrono
reading of such gun.
Marshals will inspect the tag of any gun at random whenever
possible in-game. You must immediately surrender your gun for
inspection if requested by a marshal.
III. MILSIM AIRSOFT RULES and CODE OF CONDUCT
A. SAFETY ZONES (Registration Area, Chrono Area, Resting Area)
1. Mags out.
2. Fingers off the trigger at all times.
3. No firing or test firing, zeroing on safety zones. A targeting zone and targets are designated for this purposes.
4. No real firearms and real steel blades allowed, even if it is just for display.
5. Be courteous and gentleman at all times.
6. Be ready to help those that may need assistance.
7. Be kind and friendly to co-players and would be opponents.
8. Always address others by their name or by their callsign.
9. Be respectful of others, their rights, and their opinions.
10. Maintain a high degree of discipline within yourself as well as those within your rank.
11. No shooting of trees and animals (wild or domesticated).
B. FIREZONE
1. Always maintain a high degree of safety awareness at all times.
2. Always wear the standard protective equipment, as blindfiring can occur.
3. No goggles, no play.
4. No real firearms or real steel blade weapons maybe brought into the gamefield.
5. No player will be allowed to play if under the influence of drug or alcohol.
6. Never take off goggles or face protection whenever inside the firezone.
7. Always be mindful of your target, what's beside and behind it.
8. No deliberate shooting of trees and animals (wild or domesticated). Be eco-friendly eventhough you are in a "war".
9. Leave no trash behind.
10. Always follow the rules of engagement set for the game.
11. Always follow game master's/marshal's/observer's instructions. Their decision is always final.
C. DURING SKIRMISH/ENEMY CONTACT:
1. No hit calling.
2. If in doubt you have been hit, better call yourself out.
3. Acknowledge a "hit" immediately when hit. This is a gentlemen's game. Be man enough to accept defeat.
4. Execute ROE's procedure for "hit"/"dead men" after acknowledging a hit.
5. Stop shooting immediately when a hit have been acknowledged by an opponent.
6. No unneccessary rough body/physical contact, holding, or grappling of opponent on allowed circumstances such as knife kill or body search,as provided by ROE.
7. No holding of opponent's gun, except on instances allowed by the particular game ROE, like body search, and taking of POWs.
8. Avoid hiding in areas wherein valuable properties maybe destroyed during an encounter.
D. NON-COMBATANTS WITHIN THE FIREZONE
1. Dead players, marshals, game masters, and observers are considered non-combatants in nature. They are different from "NON-COMBATANT PLAYERS" such as hostages, "negotiators", POWs, etc. which are part of the on-going live game.
2. No hiding nor mingling with non-combatants during the game.
3. No coaching from non-combatants.
CQB Guns : max. 380 fps @ 0.20 gm BB
Field Guns : max. 450 fps @ 0.20 gm BB
Sniper Rifles : max. 550 fps @ 0.20 gm BB
Allowed BBs : 0.20 - 0.30 gm plastic BBs only, metal coated BBs
are not acceptable
A. Field Guns (AEG or GBB) semi- or full-auto capable
1. Assault rifles
2. Sub-machine guns
3. Machine guns
4. Pistols
B. Sniper Rifles (no semi- or full-auto capabilities)
1. BASR
2. Springers
Notes:
1. Any gun that exceeds the limit even by one fps based on
their category will not be eligible for playing.
2. Field guns that exceeds the 450 fps cannot be accepted as
sniper rifle provided it meets the next condition.
3. An AEG that will be used as a sniper rifle must be devoid
of semi- or full-auto capability. Thus, such AEG must be
modified before it is registered for chrono. A time delayer
of 2 sec. per shot must also be installed on the gun to
deter any further debate or question on use of such gun as
a sniper rifle.
4. All guns will be tested and fired by the chrono marshals
before a gun is accepted in the game.
5. Anyone caught tampering or transferring the chrono tag
will be immediately dismissed and prevented from playing the
game and any future milsim game that is hosted by the group.
II. CHRONO AND TAGGING STANDARD
A. CHRONO AREA
1. An area will be designated for chrono of players' gun.
2. Do not enter the chrono area unless you are ready,
fully loaded and in full-battle gear. There's no turning
back once you enter the chrono area. The only reason you
can go out of the chrono area and back to your car is when
your gun did not pass the chrono test and you must get a
replacement.
3. All guns that passed the chrono test will be tagged with
a self-tearing adhesive tag to avoid tampering. Any gun
found with a tampered tag will be taken out of the field and
be subjected again for chrono.
4. No one will be allowed to go out of the chrono area with
a tagged gun. Guns must be left with the chrono marshal
if it is unavoidable/necessary for you to get out of the
chrono area and go back to your car.
5. After passing the chrono area, you must immediately proceed
to the registration area and pay your fee. Then proceed to
the holding area and await your deployment.
Preparing your gun for chrono test:
1. Do not load your magazine onto your gun. The chrono marshall
will be using their own magazine for the testing of your gun.
2. Set your hop-up to zero (no hop-up effect).
3. Remove suppressor.
Note:
If the player refuses to remove the suppressor or set the
hop-up to zero or that the hop-up is impossible
to re-set to zero, a +40 fps will be added to the chrono
reading of such gun.
Marshals will inspect the tag of any gun at random whenever
possible in-game. You must immediately surrender your gun for
inspection if requested by a marshal.
III. MILSIM AIRSOFT RULES and CODE OF CONDUCT
A. SAFETY ZONES (Registration Area, Chrono Area, Resting Area)
1. Mags out.
2. Fingers off the trigger at all times.
3. No firing or test firing, zeroing on safety zones. A targeting zone and targets are designated for this purposes.
4. No real firearms and real steel blades allowed, even if it is just for display.
5. Be courteous and gentleman at all times.
6. Be ready to help those that may need assistance.
7. Be kind and friendly to co-players and would be opponents.
8. Always address others by their name or by their callsign.
9. Be respectful of others, their rights, and their opinions.
10. Maintain a high degree of discipline within yourself as well as those within your rank.
11. No shooting of trees and animals (wild or domesticated).
B. FIREZONE
1. Always maintain a high degree of safety awareness at all times.
2. Always wear the standard protective equipment, as blindfiring can occur.
3. No goggles, no play.
4. No real firearms or real steel blade weapons maybe brought into the gamefield.
5. No player will be allowed to play if under the influence of drug or alcohol.
6. Never take off goggles or face protection whenever inside the firezone.
7. Always be mindful of your target, what's beside and behind it.
8. No deliberate shooting of trees and animals (wild or domesticated). Be eco-friendly eventhough you are in a "war".
9. Leave no trash behind.
10. Always follow the rules of engagement set for the game.
11. Always follow game master's/marshal's/observer's instructions. Their decision is always final.
C. DURING SKIRMISH/ENEMY CONTACT:
1. No hit calling.
2. If in doubt you have been hit, better call yourself out.
3. Acknowledge a "hit" immediately when hit. This is a gentlemen's game. Be man enough to accept defeat.
4. Execute ROE's procedure for "hit"/"dead men" after acknowledging a hit.
5. Stop shooting immediately when a hit have been acknowledged by an opponent.
6. No unneccessary rough body/physical contact, holding, or grappling of opponent on allowed circumstances such as knife kill or body search,as provided by ROE.
7. No holding of opponent's gun, except on instances allowed by the particular game ROE, like body search, and taking of POWs.
8. Avoid hiding in areas wherein valuable properties maybe destroyed during an encounter.
D. NON-COMBATANTS WITHIN THE FIREZONE
1. Dead players, marshals, game masters, and observers are considered non-combatants in nature. They are different from "NON-COMBATANT PLAYERS" such as hostages, "negotiators", POWs, etc. which are part of the on-going live game.
2. No hiding nor mingling with non-combatants during the game.
3. No coaching from non-combatants.