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Operation Broken Arrow

Premier Airsoft Operation in New Mexico
 
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 General Event Safety Rules; (MUST READ)

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Commander

Commander


Posts : 53
Join date : 2011-05-22

General Event Safety Rules; (MUST READ) Empty
PostSubject: General Event Safety Rules; (MUST READ)   General Event Safety Rules; (MUST READ) I_icon_minitimeTue May 24, 2011 3:25 pm

General Event Safety Rules;

1. CHEATING WILL NOT BE ALLOWED!

2. NO PHYSICAL ALTERCATIONS ALLOWED!

3. ASNI approved eye pro must worn on the field at all times.

4. The Standard “Surrender/Safety Kill” and Restricted Engagement Rules will be in effect.

5." Dead players" or "Players out of play" are not allowed to communicate with "Live players."

6. No firing allowed in designated “Safe Zones” or “Respawn points.”

General Airsoft MED Rule;
1. 100 Ft. engagement- (All Snipers) 450-500 fps. (All weapons marked RED)

2. 50 ft. engagement- All Airsoft weapons that shoot over 401-450 fps. (All weapons marked YELLOW)

3. 20 ft. engagement- All Airsoft weapons that shoot 400 fps. or less. (All weapons marked GREEN)

4. 10ft. engagement – All Airsoft pistols.

5. No rubber or plastic knife engagements allowed.

6. No intentional "Headshots" allowed.

7. No blind firing allowed.

NOTE: Airsoft weapons that register over 450- 500 fps. will be labeled on the barrel with “Red Tape” in a fashion for field recognition as a “Hot Weapon.” This should also serve as a reminder of their engagement restriction.

Grenade Hits:
All grenade hits wth in a 10ft radious of any grenade is considered an "Instant Kill" and renders the player out of play and must report to the "Respawn Area" "Field Med" is not allowed.

General Game Play Rule;
“Surrender/ Safety Kill” Rule: When players operating Airsoft weapons that shoot 400 fps. or less are under their engagement restrictions and choose not to pistol engage, have the option for safety purposes to call out “Surrender or Safety Kill” on their opponent to render a “Hit.” If players choose to call out ‘Surrender” on their opponent. The challenged opponent has the option engage with a Pistol Challenge or retreat beyond the 20 ft. restriction to reengage the fight.

“Blind Man” Should be called out "Only" to cease the event play in case of any emergency, serious problem, situation or injuries can be tended to by the Event Staff. The Event Staff will call "Game On" as soon as possible or when the situation has cleared the field.

“Cease Fire” Should used only used on the team or unit level for Command & Control means.

Pyrotechnics; The use of all or any pyrotechnics during one of our hosted events are to be restricted to the local laws governing this matter. No illegal devices or products even homemade are allowed. All products of this matter is subject to approval of the host and should be approved by our Engineering Advisor as “Airsoft Safe.” Respawn Areas For safety purposes, Respawn areas should be a “No Shoot Safety Zone.” With a 50 ft. Safety Perimeter.

Valid Hits and Eliminations;A hit from a BB anywhere on your body or personal gear (helmet, vest, etc.) is a valid hit.

Gun hits do not count.

Ricochets do not count. If in doubt as to whether or not a hit was a ricochet or direct hit, take the most honorable route and assume the hit.

Friendly fire (hits from teammates) "DOES NOT" count. There is no such thing as "Friendly" fire!

Medic and Deadrag rules;

Each player is required 1 ea. 3 ft. length of white rope with 5 ea. Knots tied on the rope to start as a “Life line” or “Medic Kit, ” 1 ea. Red colored Deadrag.

When a player receives a “Hit” the player is to call out “HIT” and visibly produce his/her Red colored Deadrag to show they are out of play. The “Hit Player” is to remain in place either sitting or laying down until he/she can be rendered “Field First Aid” by a fellow teammate or receives a “Full Heal” from designated team Medic.

“Field First Aid” Any fellow teammate can render Field First Aid to a fellow downed teammate by obtaining the downed teammates “Life line” or “Medic Kit,” untie all 5 knots and tie the rope around the players arm in a visible fashion. The healed player can then conceal their Deadrag to show he/she is back in play. If a player is hit again a second time after receiving “Field First Aid,” The player is “Dead.” the player is to call out “HIT” and visibly produce his/her Red colored Deadrag to show they are out of play and must report to the Respawn area as a “Dead Player” for the event required time limit, unless the event dictates a ‘Last Man Standing” scenario which means the “Hit Player” dies in place until the end of the scenario.

“Full Heal” Any player can be ‘Fully Healed” and placed back in play only by a designated Team Medic. To render a “Full Heal,” the Medic must untie all 5 knots and retie the 5 knots or untie the rope from the players arm, retie all 5 knots on the rope, unless they are a ‘Dead Player.” If the player gets ‘Hit” again after a “Full Heal,” he/she must receive “Field First Aid” or ‘Full Heal to get back in play.

“Bleed out” Any player that is ‘Hit” and does not receive “Field First Aid,” or “Full Heal” with in 5 minutes of getting “Hit” is then considered a “Dead Player” and must visibly produce his/her Red colored Deadrag to show they are out of play and must report to the Respawn area as a “Dead Player”

“Dead Man Walking” When a player is considered ‘Dead” and is walking to the designated Respawn area, this player is out of play. The player should be visibly displaying his/her Red Deadrag while in route the Respawn area.

"Respawn" After the player has spent the required Respawn time of 5 min. The player must conceal their Red Deadrag and retie all 5 knots on their rope before reentering the event as a player ‘In Play.”

ALL GRENADES, LAUNCHERS, ECT. MUST BE APPROVED BY EVENT ADMIN.

"ANY PLAYERS FOUND NOT FOLLOWING THE RULES OR ARGUEING WITH THE EVENT STAFF WILL BE EJECTED FROM THE FIELD."
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