rules

 

Skirmish Rules

Introduction

Repeated violation of the rules may result in being removed from the game, or being removed for the day without refund.

Safety

 

Safety is of utmost importance! Should any unsafe situation occur, the result must be an immediate cease fire, to be signaled by the words, ``CEASE FIRE'' or 3 distinct whistle blasts. Any player may call a cease-fire at any time for safety reasons. If you see another player with their eye protection off, you must call a cease fire.

Eye protection must be worn at all times on the field. The only time you can remove your goggles is at the designated safe area. Do NOT remove your goggles at any time to wipe them down or reduce fogging! It's highly recommended to use ANSI Z81.1 or better full sealing goggles.

Eye protection is one area in which you shouldn't try and cut corners. Lab goggles, shooting glasses, and US style dust goggles do not offer the protection that a fully sealing, ANSI Z87.1 rated goggle will offer. Paintball masks can be had for under $20 at Wal-Mart and eyes do not grow back.

There shall be no violent physical contact of any kind on the field.

No blind firing! You must always be aware of your target when firing. Accidents have occurred with players with their goggles off, or upgraded guns firing into someone's face at close range. Be sure of your target at all times.

As always, respect other players and non-combatants at all times, and use common sense.

The Safe Zone

When in the safe zone, all weapons must be safed: magazine out, safety on, and barrel blocking device in place. Sidearms must be holstered. If you do not have a barrel blocker, you must rent one or put away your weapon.

You may only ready your weapon when entering the playing field. When traveling on common trails between games must have your weapon safe.

When entering the safe zone, you must remove the magazine and clear the chamber. BBs may remain in the hop chamber even if the magazine is removed! Point your gun in a safe direction and fire a few times on semi-auto. Finally, place a barrel blocking device in place.


Prohibited Items

Any real firearms, knives, swords, ninja stars (no joke), bludgeons, cudgels, table legs, tripwire, pungee sticks, death pits, etc.

No pyrotechnics of any kind are allowed.

No tripwires of any kind are allowed.

Equipment

Only airsoft replicas are allowed on the field. No ``real steel'' gear will be allowed, even if it is stowed, stored, holstered, or sheathed.

No paintball equipment, including grenades, are allowed on the field.

The Game

Games are preceded by a briefing describing the goals and special rules, such as medic and respawn restrictions.

Three whistle blasts always signifies an immediate cease fire and end of game.

During play, always remember that airsoft is a game of honor. Give suspect hits the benefit of the doubt and call yourself out. Remember that getting revenge on a cheater by not calling your own hits doesn't work- all you do is end up annoying everyone around you. And always keep in mind that airsoft is inherently inaccurate and sometimes deceptive: not all of your shots may have landed. If there is any concern about cheating, tell the organizers or a referee.

The c3 game organizers may remind you to call your hits at any time.

Do not attempt to borrow anyone else's equipment without their express approval, even if they are dead and you are not.

Hits

The normal style of play is called ``Rogue Spear Rules''. Certain events or games may be played under the more restrictive ``One Shot One Kill'' ruleset. Any change will be noted in the briefing.

Any hit to your weapon renders it useless, and you may not fire it during the game (unless respawned). Being healed or brought back into play by a medic does not repair your weapon. Further hits to your weapon are considered to ``pass through'' it and offers no protection (see Armor below); you may not use a weapon as a BB shield.

Ricochets from any weapon do not count as hits.

Armor

Body armor may be worn at any time. To have body armor considered real and effective it must be generally the same size and shape as real armor: an empty plate carrier offers no more protection than in real life, but if filled with real or replica plates, it becomes effective. Flak jackets, helmets, and plates are ``armor''.

Armor can receive one direct hit during play, after which it is considered cracked and useless. For example, while wearing a Kevlar helmet, a player can get shot once in the helmet and not be eliminated. A second shot does remove them from play, as well as a shot to the face, which was not protected by the armor. If you are hit more than once on the same armor from the same volley, you are dead.

Equipment, such as pouches filled with magazines, canteens, etc., are not armor. Tactical vests and rigs, as well as empty plate carriers and empty flak jackets are not armor.

SpecOps style helmets, such as Bolle, Pro Tech, and others are not armor.

Rogue Spear Rules

This hit ruleset is designed to add some realism and longer survivability to a normal game.

1. A hit in the torso, groin, or head is an instant kill.
2. A hit in an limb renders the limb useless. If you are shot in the arm, you can not use it for aiming or holding your weapon. If you are shot in the leg, you must hop or crawl on your ``good'' leg.
3. Any subsequent shots in the affected limb causes you to fall into shock, and die. If you are hit more than once in a limb from the same volley, you are dead.

One Shot One Kill Rules

This ruleset is very simple: if you are hit, anywhere on your body or equipment, you are eliminated. A grazing shot across your pinky is an immediate death.

Medic

Some games may use medics to enhance gameplay. A medic can heal wounds to limbs of alive players or revive dead players.
  1. In ``Rogue Spear Rules'', you can call for a medic to heal any number of injured limbs.
  2. If you are dead, you may not call for a medic, ever. However another player can on your behalf.
  3. Elimination from a a big kiss, even through penetrated armor, cannot be cured by a medic. Players should let their medic know this when they approach so that they don't waste resources on them.
Medics can operate in three ways:
  1. A designated medic carries a number of cards, each card is a single-use kit. The medic comes to the injured player, removes a card, tears it in half, and gives it to the player, who is now revived or cured.
  2. The player is initially given one card, which the medic takes, tears in half, and gives back to the player, who is now revived or cured.
  3. The medic carries a number of ropes. A rope may be loosely tied around a limb to repair it, or given to a dead player to place in their pocket to revive them. Revival of a player repairs all limbs.
If the medic is hit, or moves away from a player while using the card or rope, that kit is considered spilled and useless. The medic must get another card or rope, and tear or pocket the spent one.

Knockouts and Detention

Some game scenarios will allow players to be detained. You may not use handcuffs of any type to secure a prisoner. Rope, gently tied, or zip-ties, again gently secured, are the only means of detaining a player. If using zip-ties, a safe means of cutting them off that is not a knife must be available.

You may never detain a player against their will, they must always allow it beforehand.

Some game scenarios allow players to be ``knocked out''. To do this, a player will gently tap the top of the victim's head and let them know that they are knocked out. The player remains knocked out until revived by another player***.


Knife and Hand-to-Hand Kills

A touch to any part of a players body by a soft rubber knife is considered a kill.

A light touch of both hands on both of a player's shoulders is considered a hand-to-hand kill.

No other physical contact is allowed. By attempting to get close to or touching another person you risk being shot at close range! Be judicious and use common sense.

Surrender

If you come within short range of a player and can catch them at a disadvantage, you may ask for a surrender. A player who surrenders is considered eliminated, and may not go back on their surrender.

Offering a surrender should be considered when within the 10 foot engagement limit. A player who is offered surrender may refuse, but must accept that the most likely outcome will be getting shot at close range.

Due to abuse of this rule creating unsafe situations, there will be no surrender rule allowed at weekly games.

Sudden Close Contact

If two or more players suddenly find themselves suprised and in close contact, for example, two players on opposing sides accidentally use the same log for cover, they may either call both of themselves out or each leave in an opposite direction, to avoid possible close quarter and dangerous hits.

Death

When you are eliminated, you may not relay any information to any other active player, including the fact that you are dead.

When eliminated, at your discretion, you may feign real death for added realism. To do this, simply lie down and stop moving. After a suitable amount of time, or when the battle has moved out of the general area, or if you become too uncomfortable, you may exit the playing area.

When feigning death you may be shot repeatedly, since players might not know that you are eliminated. You can signal to them that you are out by raising a hand and calling ``HIT!''. If it continues or becomes too irritating you may exit the playing area.

If you do not want to feign death, simply call ``HIT!'' in a loud voice, and exit the playing area.

When exiting the playing area, remove your magazine, place the barrel blocking device on, sling or raise your weapon above your head, and walk out of the area or towards the respawn point. You may not talk to anyone, even to tell them that you are eliminated.

Respawn

Some games may allow respawns so that players can come back into the game after they have been eliminated. Typically respawns are limited in number, and you can only come back into play a certain number of times. There are four types of respawns:

Instant
After you are eliminated, you walk to the respawn point and come back into play. 

Timed by clock
After you are eliminated, you walk to the respawn point and wait for a certain time to pass, typically when the last digit of the time is a 0 or a 5. Groups of people waiting must agree to use one watch, using more than one watch each off by 1 minute to increase respawns is not allowed.

Example: you are eliminated at 10:53, and walk to the respawn point, and join a group already waiting. Since the respawn type is ``on the 0 and 5'', you wait until 10:55 and then respawn. The next respawns are at 11:00 and 11:05. ``On the 5'' would be every ten minutes, when the last digit is 5, etc.

Timed by person
After you are eliminated, when you arrive in the respawn area, you must wait so many minutes before respawning. This time is counted per individual.

Group
After you are eliminated, you wait in the respawn area for a certain number to arrive, and then you can respawn.

FPS Limits

Generally, c3 limits all weapons: gas, spring, and electric, to 400FPS with 0.20g projectiles. All weapons will be chronographed with .20g BBs. Below are the FPS limits and their engagment ranges. YOU MAY NOT SHOOT ANYONE CLOSER THAN THE MINIUM ENGAGMENT RANGE.

A special sniper class is recognized with an FPS limit of 500 and a minimum engagement limit of 50 feet. Snipers must take special care not to injure anyone by firing at closer ranges. Snipers must be using a bolt action rifle only: no automatic or semi-automatics allowed.

FPS and engagements limits for all weapons firing .20g BBs[list]
- Up to 290 FPS - 15 feet
- 291-350 FPS - 25 feet
- 351-400 FPS - 35 feet
- 400-500 FPS Bolt Action - 50 feet

SPECIAL NOTE! No weapon firing over 350 FPS is allowed in the castle

Lasers

All lasers used in a skirmish must conform to and be labeled as specified by ANSI Z136.1, and must belong to Class I, Class II, or Class IIa. Unlabelled lasers or lasers belonging to any other class, such as Class IIIa, IIIb, or IV are prohibited. Under no circumstances will any lasers operating outside normal visible wavelengths (400-700nm) be permitted. Lasers with an output of more than 1mW (one milliwatt) will not be allowed, no exceptions.

Players going for an impression will be permitted to keep lasers mounted on their weapons, but the laser must remain off with the batteries removed.

Grenades

Only gas powered and citric acid powered grenades will be allowed on the field. Pyrotechnic grenades are not allowed under any circumstances. All players within a 15-foot radius (unobstructed) of an exploding grenade are considered eliminated. If a player is unsure if he was within 15 feet of an exploding grenade, the player should call themselves out.

 

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