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Patrick Scott

American Airsoft Association

Information

American Airsoft Association

Website: http://www.americanairsoftassociation.org
Location: U.S.A.
Members: 66
Latest Activity: Nov 2

A3 Rules and Regs

A³ EVENT RULES & REGULATIONS

The term "MilSim" stands for "military simulation." This best describes the type of operations that are conducted by the The American Airsoft Association. Unlike the commercial Airsoft event producers that follow the paintball example of industry-driven events designed to sell BBs and provide an experience for the backyard plinker. Like the Cimmerians of California, we would like to remain true to what attracts many people to combat re-enactment in the first place--the opportunity to take on a role and briefly experience life as a combat soldier, complete with realistic equipment, areas of operation, and orders.

We certainly do not glorify war. If anything, our operations have taught us to abhor real combat. The only factors we are re-creating are the tactical and historical components, which also provide that sustained rush of adrenaline, and that intense feeling of suspense, exciting action. Since our operations are based on historical and theoretical incidents, we strive to create an educational and theatrical experience where each of us is acting out a part. We get a tiny feeling of how it might have felt for "the real guys on the line".

A³ MilSim re-enactment rules create conditions and variables of actual small infantry units operating in the field. We try to inject as much realism as possible, yet at the same time we balance it with safety. In order to achieve these conditions, our combat re-enactment operations use the following rules:

A³ 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 400 fps or less using a 0.20g BB . All Squad Assault Weapons must chrono at at 450 fps or less using a 0.20g BB. All Sniper Rifles must chrono at 500 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 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 do not count
8. When you are hit you will die in-place and act as if you have been fatally shot and remain motionless for 2 minutes
9. After 2 minutes, you will place a red rag on your head (if available), put your gun over your head or on your shoulder with one hand in the air and them 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. There is absolutely no shooting at anyone within a 25-foot safety zone.
15. If you encounter an enemy head-on and you are less than 25 ft away, you must call a "parlay".
16. You may surrender an enemy if he is 25 ft away, and you are behind him with a clear shot and he is unaware of your presence.
17. If someone surrenders you, you must comply without question if the attacker is within your 25-foot safety zone.
18. 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 count as a kill.
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 Mama or die with your gun blazoning 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, HIT, 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
When you are hit you become a "Dead Man". A dead man immediately removes himself from the area of action and may not participate in the mission in any way for a period of 5 to 10 minutes (the length of this time is announced during your mission briefing). Dead time starts from the moment the operator is hit. Note that for this reason it is important that all operators carry a watch. Once an operator is dead, he will place a red rag on his head (if available), put his gun over his head or on his shoulder with one hand in the air and proceed to the designated reincarnation area, or if no reincarnation area is designated, then he will move at least 300 ft away from the area and until he can no longer hear or see the action or any live operators. The killed operator will move in the direction from which his team started. While moving away, the dead operator will yell, "Dead Man, Dead Man" to let other operators know of his presence. The dead operator must go to the designated first aid station, or find a secluded spot where he may stand or sit down, always facing away from the area of combat, until his time is up. Should combat move to the area where a dead operator is waiting to reincarnate, the dead operator must leave the area and move to a new secluded area to wait out the remainder of his dead time. Enemy combatants may not stake out first aid stations.

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 "Purple Heart" on an enemy. A "Purple Heart" lets an operator know that another operator feels that he has been hit. After a Purple Heart 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 unsportsman-like 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 thru his butt pack and miss him. So he thinks that hit really doesn't count and continues his mission. In Cimmerian 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 A³ 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.ProfanityNo 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 and AO and will not be invited back.

25 Foot Safety Rule
All operators are considered to have a safety zone of 25 feet. No operator is allowed to shoot another operator inside this 25 feet zone. Any operator caught violating this safety rule will be expelled from the operation and AO and will not be allowed to participate again in the future.

Parlay
A parlay is a truce that is design to protect operators from accidental shooting at close range. When an operator finds himself face to face with an enemy with in the 25-foot safety zone, all operators in question must stop action immediately. This is MANDATORY. Opposing operators then turn away from each other and move at least 50 feet away. Once all operators involved have taken cover, they may resume their missions.

Surrenders
An operator may call surrender only when he enters an enemy's 25 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 25 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 25 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.

(Adopted modified version of the rules devised by the Cimarians Airsoft Association)
CQB Rules
CQB/MOUT:

During strictly indoor games where full auto fire from AEGs is allowed the recommended velocity limit is 350fps. During games that are both indoor and outdoor and weapons of higher velocity will be used uppon approval. Only semi-auto fire should be allowed from AEGs inside of structures. Support and sniper weapons should not be fired at players when both players are inside a structure in close proximity period. 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.

Why 395 fps?
Why 400 fps with 0.20g BB?


One of the most common questions we get from new players and is why have the American Airsoft Association established 400 fps with a 0.20g BB as their velocity limit? There are many factors that went into this decision but the most important ones are Safety and Balance of Power.

Safety


In the past, many of our members have played with higher velocity limits. This was when airsoft was still relatively new in the U.S. But as players began upgrading their airsoft guns, we began to see potential safety hazards with the more powerful guns. Although we have never had any serious injuries with the higher fps levels, the American Airsoft Association decided that instead of waiting for something to happen, we would take a proactive approach to safety.

Another reason is that many of our players like to put on camouflage paint on their face for the game because it enhances the overall game experience, and it's fun. We found that using velocities higher than 400 fps with a 0.20g BB can cause minor injuries to the face when shooting at closer ranges, not to mention that it is painful. Also, higher than 400 fps would necessitate that players wear full face masks to protect themselves. However, most of our players do not find face masks very military looking. Lowering the maximum velocity allows players to play without a mask and without having worrying about any serious injuries to the face.

Balance of Power

Balance of power is another important reason for our decision. There are a lot of players who like to upgrade their airsoft guns for various reasons. If we allowed a much higher velocity, players playing with stock guns would simply be outgunned. This would create an unfair advantage for some players. We found that the 400-fps with a 0.20g BB is a happy medium between the stock and up-graded guns. It satisfies those players who like to up-grade their guns to create a slight range advantage, but they are not seriously outgunning players who are using stock guns.

The only exception to this rule are our special, large caliber project guns that are designed to be mounted on vehicles or as a fixed defensive guns. The reason for these exceptions is that in real life, soldiers fear big caliber guns because of their range and firepower. So we simulate this by allowing these special airguns to have a slightly higher velocity. Also, by placing them on vehicles or in fixed positions only, it makes them easier to see and locate. Thus, players can readily avoid close contact with them. These guns may not use any spring stronger than an M-120 spring. A player must seek prior approval before such a gun is eligible to be used. Sorry, but sniper rifles are not eligible for this exception.

Wear & Tear

While not a major influence in our decision-making process, we have found from personal experience that creating an airsoft gun that shoots over 400 fps usually requires an M-130 spring or higher. Most AEG guns gearboxes were not designed for this higher stress level. In short, you will find that most AEGs that use M-130 springs or higher will have a very short lifespan. In most cases, it's relatively cheaper and easier to replace parts inside a gearbox. But if you break a gearbox, it's a major pain in the butt, not to mention expensive. So from en economical viewpoint, lower fps limits are much easier on your airsoft gun and pocket book.

Equipment Regulations
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
All Airsoft Electric Guns, must chrono at 400 fps or less using a 0.20g BB . All Squad Assault Weapons must chrono at at 450 fps or less using a 0.20g BB. All Sniper Rifles must chrono at 500 fps or less using a .20g BB. ANY READINGS HIGHER THAN THESE WILL IMMEDIATELY DISQUALIFY THE GUN!
Ammo
Only fully biodegradable ammo is to be used at A³ areas of operation (unless otherwise noted). A³ holds events on properties belonging to various others. We must respect their land. This is also due to concerns for the environment. These bags MUST have the word BIODEGRADABLE printed on them. Only Excel and Tokyo Marui currently make biodegradable BBs.

Eye ProtectionEYE PROTECTION is MANDATORY! All goggles and safety glasses must have a hard lens 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.

Many types of eye protection are available from vendors like - http://www.safetyglassesusa.com/ Chose carefully, do your homework and select the safest eye protection you can.

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.

Smoke
Smoke markers may be used only in operations conducted on private property and only when we have been given specific permission to do so. Local fire regulations must be obeyed. Please seek permission from the OpCom or CIMCOM before using smoke.

Radios
Operators are encouraged to have radios. They add greatly to effective combat operations. Most operators use Motorola TalkAbout or Kenwood radios. Should you wish to use a Motorola, we recommend any TalkAbout with the designation T-5200 or higher. Do not get the T-5100 (comes in blue only). This radio does not have sub-channels. You will need a radio with sub-channels, or "privacy codes".

You may NOT use VOX (voice-activated microphone) or scanning features on your radio. Also, you must disable any beeping or chirping of your radio. If you don't know how to turn off VOX or beeps, look it up in the instructions or the manufacturer's web site before you come to the area of operation.

Paintball Guns
Paintball guns are not used at A³ operations. The only exceptions are those that have been designed as props, such as rocket launchers, for special scenarios. These may only be used against with special OpCom clearance hard targets such as vehicles, turrets and bunkers.

Discussion Forum

Saint

Set Rules... 4 Replies

Started by Saint. Last reply by Patrick Scott Mar 15.

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