AFA Signature Series Events Rules, What we use for our BIG games. |
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AFA Signature Series Events Rules, What we use for our BIG games. |
Sep 18 2009, 02:42 PM
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AFASSE RULES
(Allied Forces Airsoft Signature Series Event) General Field Rules All new members and visiting player and/or teams MUST read and sign a Waiver form before being granted access to the field of play. You can download the waiver by clicking on the link here http://www.alliedforcesairsoft.com/waiver.pdf . Waiver forms can also be obtained at the field. If you do not have a signed Waiver you will not be allowed to play. NO EXCEPTIONS!! Players MUST wear proper eye protection during every game AT ALL TIMES. There is no acceptable reason to remove your face mask or goggles during a game. You don't have to protect the rest of your face or head, but you must protect your eyes. You are responsible for calling your own hits. You may not call someone else out. There will be referees to enforce the rules; but we work on the honor system and trust everyone to truthfully register when and where they are hit. Remember, you may not be hitting someone when you think you are or they may not be realizing they are getting hit. If you feel someone is cheating in any way, bring it to the attention of any AFASSE staff member. Remember, dead men don't talk! Do not talk to other players still in the game as you walk from the battle area. Giving away opposing team member's positions is not fair or acceptable. If you manage to get to within 15 feet or less of another player, and they are not actively firing at you, or possibly even pointing their gun at you, it is polite and customary to say "BANG!", to eliminate the other player. If the other player does not accept the Elimination, and raises their gun to shoot, you have every right to let them have it at close range.....which WILL hurt a lot! Use of white BBs is basically a standard, but feel free to use whatever brand or color of BB that you wish. When you are not in play, please turn your safety on and take your mag out. Do not "flag" others by pointing your weapon, whether intentional or not, at people; keep your weapon pointed towards the air or ground at all times outside of play. During play if there is an actual injury of any kind, yell "REAL WORLD" and get an AFASSE staff member immediately. Please respect our field. Clean up any trash you see whether it is yours or not. Police all cigarette butts and dispose of them properly. EQUIPMENT Rules Everyone wishing to play in an AFASSE must have the following: -Full seal eye protection (mesh is allowed) -Red or orange death rag -6" or longer strip of paracord -A time keeping device Furthermore, it is highly recommended you also bring: -something to shoot plastic bb's at people with -lots of water -bb's -money for more neat stuff Suggested equipment that will benefit you: -A radio -Gloves -Knee pads -Sidearm EQUIPMENT RESTRICTIONS Assault rifles may not use box mags unless approved by AFASSE staff. High cap mags are allowed. Cold smoke and grenades/mines are allowed. Homemade devices or hot devices must be cleared with AFASSE staff. ABSOLUTELY NO REAL STEEL WEAPONS ALLOWED ON AO AT ANY TIME! FPS Rules 400 FPS (feet-per-second) LIMIT ON ASSAULT RIFLES. 450 FPS (feet-per-second) LIMIT ON HEAVY SUPPORT WEAPONS. 500 FPS (feet-per-second) LIMIT ON DESIGNATED MARKSMAN RIFLES. 600 FPS (feet-per-second) LIMIT ON SNIPER RIFLES. ASSAULT RIFLES - No MED*. No Restrictions (unless otherwise specified). Players within point blank range (10 feet or less) should use the BANG rule. HEAVY SUPPORT WEAPONS - 50 foot MED. Must be a replica of a real world heavy support weapon (no M4s with box mags). DMRs - 50 foot MED. Must be permanently fixed to semi-auto only. SNIPER RIFLES - 75 foot MED. Bolt-action rifles only. *MED = Minimum Engagement Distance (Player MAY NOT shoot if closer than specified MED) THIS IS STRONGLY ENFORCED, AND YOU WILL NOT BE ALLOWED TO PLAY WITH A GUN THAT IS IN VIOLATION OF THIS RULE BY MORE THAN 10 FPS. Field Limits are monitored by Chrono and are based on a .25g BB MEDIC! Rules We play our games in a slightly different way from regular airsoft games, to add a little depth to the game. Most groups use rules where either 1 hit anywhere on your body means you're out or where only body and head shots are kills. We go about things in a slightly different way. It is advised that everyone bring their own method of measuring time during the game.....such as a stopwatch, or separate watch, so that you can measure injury times. You are responsible for starting and stopping your own bleed out clock! Also, all players must have a 6" length (or longer) bit of paracord attached to their gear for healing. Paracord may be available at event. For AFASSE games there are 2 wound zones; light and critical. ONLY CALL "HIT!" FOR CRITICAL WOUNDS! LIGHT WOUNDS Any arm or leg shot is a light wound. Do NOT call hit for a light wound and do NOT take out your death rag. Lightly wounded may still shoot; but are "pinned" in place for 2 minutes. At the end of 2 minutes, the player may move freely once more. Players with light wounds may speak freely and provide teammates with game sensitive information. Receiving new light wounds while lightly wounded does NOT add time to the player being pinned. Medics with light wounds may heal another wounded player if within reach. CRITICAL WOUNDS Any body shot from the waist to the seam of the arm is a critical wound (this includes shots to the head). If critically wounded, immediately call "HIT!", take out your death rag, wave it, and place it on your head. Critically wounded may not shoot unless healed. Without a medipack, the wounded cannot heal themselves. Wounded starts a 5 min. clock at the beginning of the wound. If medical assistance is not completed within 5 min. then the critical wound becomes fatal. Critically wounded players MUST wait the full 5 minutes before moving to respawn unless healed or they are receiving their second critical wound after being healed. Only designated medics can provide medical assistance. To heal a critical wound, the medic must tie a knot in the critically injured players paracord. Critically wounded players may speak, but only to call for medic or to tell a medic about the nature of their wound and how much they have bled out. Medics critically wounded may not heal other players until healed themselves. A PLAYER MAY ONLY BE HEALED FROM A CRITICAL WOUND ONE TIME PER SPAWN. IF ANOTHER CRITICAL WOUND IS RECEIVED AFTER BEING HEALED FROM THE FIRST ONE, THAT PLAYER MUST IMMEDIATELY GO TO A DESIGNATED RESPAWN POINT. (There are no immediately fatal wounds (other than a second critical wound after being healed) in an AFASSE game. This is different from normal AFA games where head shots are fatal. This change is due to the addition of respawning at big events and the desire to not encourage head shots when a large number of people are playing.) MOVEMENT WHILE WOUNDED Team members with a light or critical wound may move one body length unassisted from the point they were shot. Wounded may be dragged further with assistance. Wounded may not be healed and moved at the same time. RESPAWNING Once you are dead, either by bleeding out from a critical wound or taking a critical after being healed, you may travel to a designated respawn point. Do not talk to living players. Do not get in the way of teammates to prevent them from being shot. Once at respawn, untie any knots in your paracord and return to play. No waiting is required at respawn; however, be sure to use the time to rehydrate. Dead players moving to respawn should try their best to not move through lanes of fire. MEDICS Each side gets one medic for every 10 players rounded (ex: if the US forces have a total of 55 players, they get 5 designated medics; if they have 56 players they get 6 medics). Number of medics is based on actual turn out for event, not sign up. BATTALION AIDE STATIONS Also based on turn out, each side may get a number of BAS' to assist them in keeping their men (and women) alive. The BAS is a strategic respawn placed by the commanding officer of each side. If a side has enough soldiers to earn a BAS, then they will be provided with a BAS marker. During the game the CO may send the BAS marker with a designated BAS medic and place it anywhere in the AO (must not be within 150 feet of any other friendly or enemy respawn of any kind). Once placed, the BAS may not be relocated for the rest of the game. The BAS medic must stay within 10 feet of the BAS marker and may not engage in combat. BAS medic cannot be killed and is considered unarmed while acting as the BAS medic. Enemy BAS may be destroyed by overrunning the position, touching the marker and holding the position by staying within 5 feet of BAS marker for a full 10 minutes. If successful, the BAS is destroyed, the marker removed, and the BAS medic returns to his/her fixed respawn to re-enter as a combat medic. BAS may not be replaced for remainder of that game. BAS medics may be rotated out with other combat medics as necessary. The number of battalion aide stations each side gets is determined by the following (per side): 0-25 - 0 BAS 26-75 - 1 BAS 76-150 - 2 BAS* 151 or more - 3 BAS* *only one BAS per side may be in play at any one time OTHER Gun hits do not count. Physical contact with enemy wounded kills enemy wounded instantly. -------------------- Top
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