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 Official Valkarian Knights Field Rules

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SILO
Commander
SILO


Age : 38
Location : Bowling Green, KY

Official Valkarian Knights Field Rules Empty
PostSubject: Official Valkarian Knights Field Rules   Official Valkarian Knights Field Rules I_icon_minitimeTue Apr 12, 2011 3:51 am


Valkarian Knights

Airsoft Gameplay Rules and Regulations

Current 2012



Safety Equipment:
All participants must wear proper eye protection, whether playing, spectating, or otherwise. Proper eye protection may be either of the following, and must withstand an impact of 3 joules from a 6mm projectile at 10 feet:
-----*Wrap-around or full-seal safety goggles rated ANSI Z87.1 or higher.
-----*Metal mesh goggles with a full seal with openings of 3mm or less.
^Mesh goggles may not be worn if biodegradable BBs are in use.


Safety Regulations:
Players should follow all rules and regulations while in play. Where no specific rules are stated, players should use their best judgement. Players should always be aware of what they are shooting, and never fire a weapon without checking the line of fire.
-----*Players should not fire within the minimum engagement distance. Instead of firing, the player should switch to a weapon with a shorter minimum engagement distance, or, if the target is within 10 feet, shout “BANG!”
-----*If a BANG is called on a player, that player should consider themselves killed and draw their deathrag. A player who denies the BANG and attempts to return fire has waived their rights to MED for that engagement.
-----*In some scenarios, players may say "FREEZE" in place of BANG. All other rulings are the same, except if the targeted player accepts and freezes they are still alive and subject to a search (see below).
-----*If an actual injury occurs, players should shout “REAL WORLD!”. Anyone who hears this shouted should immediately halt play and echo the shout. Anyone nearby should assist the injured person and insure that play is halted.


Weapon Restrictions:
All weapons must meet the following requirements to be used in the game. Weapons that do not meet these restrictions must be marked and left in the staging area or removed from the premises. Any player caught using a weapon that has been disqualified will be removed from the game. Further offenses may result in that player being banned.

Pistol - MAX JOULES: 1.85
This category includes pistols and other one-handed weapons intended to be used as sidearms. Pistols may fire single shot, or up to a three shot burst. They may not use high-capacity or box magazines.

SMG - MAX JOULES: 1.40
This category includes small one or two-handed weapons meant for close range shooting. SMGs may fire in burst or full-auto. They may not use high-capacity or box magazines.

Shotgun - MAX JOULES: 1.40
This category includes shotgun type weapons, or any small-arm capable of firing two or more projectiles in a single shot. These weapons may not use high-capacity or box magazines.

General Assault – MAX JOULES: 1.85
This category includes most assault weapons. Weapons may fire single shot, bursts, or full auto. These weapons may not use a box magazine. Depending on the specific game, these weapons may not use a high-capacity magazine. Weapons have a minimum engagement distance of about 10 feet.

Marksman – MAX JOULES: 2.85
This category includes weapons for the marksman position, such as long rifles. Weapons may fire single shot, or up to a three round burst. Weapons may not fire full auto. These weapons may not use a high capacity or box magazine. Additionally, these weapons have a minimum engagement distance of 50 feet.

Heavy Assault – MAX JOULES: 2.40
This category includes heavy weapons such as machine guns. These weapons fire full auto only, and generally weigh over 10 pounds. Weapons may use a high-capacity or box magazine. Heavy weapons have a minimum engagement distance of 50 feet.

Sniper – MAX JOULES: 3.85
This category includes high powered sniper rifles, usually with a long range scope. These weapons fire single shot only. Weapons must use a standard or mid-capacity magazine. No high capacity magazines. Sniper weapons have a minimum engagement distance of 100 feet.

Support Devices – MAX JOULES: 1.50
This category covers devices such as mines, grenades, traps, and unmanned turrets. These weapons may fire single shot, burst, full auto, or explode. Due to the nature of these items, ammo capacity is unlimited and there is no minimum engagement distance.

Melee
This category is for hand to hand weapons such as combat knives or bayonets. These weapons may score hits the same as other weapons, with an exception; any critical hit from a melee weapon that is achieved without the target seeing the attacker results in the target’s death. Melee weapons must meet these qualifications:
-----*Must NOT contain any metal.
-----*Must not have an edge sharper than a coin.
-----*Blade must not remain rigid when pushed against an object.
-----*Blunt weapons must have adequate padding.
Players should never use force with a melee weapon, instead only touch the target hard enough for them to acknowledge the hit. Any players caught hitting another player harder than is necessary will be removed from the game.

Other – MAX JOULES: 1.85~
This category is for weapons or devices that may not fit into other categories, such as grenade projectiles, RPGs, mortars, or otherwise. Generally, these items follow restrictions for the category most closely suiting their intended purpose, or may be alternate forms of weapons in the above categories. As an example, an M203 launcher mounted under an assault rifle may follow the same rules as assault weapons, while a mortar may simply lob a grenade onto a target, thus the grenade must follow restrictions for the Support Devices. However, these weapons may be multi-stage weapons, meaning the weapon fires a projectile, and the projectile may detonate on target. Generally the projectile must meet the restrictions for Support Devices. Additionally:
-----*A two-stage weapon must be manned.
-----*A two-stage weapon has a minimum engagement distance of 30 feet.
-----*The projectile fired from a two-stage weapon must have a sufficiently padded surface
-----*The projectile fired from a two-stage weapon must not impact at more than 2 joules
-----*The projectile fired from a two-stage weapon must not have a diameter of less than 1 inch

Special:
-----*Any device using pyrotechnics of any kind must be approved before the game and must be monitored at all times.
-----*Any thrown, launched, or planted device that is reusable should be retrieved by the victim when detonated, to be returned to the owner after the game.
-----*Any dropped items (such as magazines) should be retrieved whenever found and returned to the owner after the game.
-----*Stationary weapons or planted devices should be retrieved after the game and returned to the owner unless otherwise stated (landmines, mortar launchers, etc.).


Target Areas / Wounds:
-----*The head is a kill-shot. A player hit in the head is dead
-----*The torso is considered a critical area. A player shot in the torso is considered critically wounded and cannot move or issue commands.
-----*The arms are considered minor target areas. A player shot in the arm is considered lightly wounded and may not hold or fire a weapon with the injured arm. This usually means that the player cannot use a rifle, however the player may continue to use a rifle on semi-auto one handed if no sidearm is available.
-----*The legs are considered minor target areas. A player shot in the leg is considered lightly wounded and may not stand or walk without the assistance of another player.
-----*A player who receives two minor wounds is now considered critically wounded.

Medic Rules / Bleedout:
Teams can use medics to heal wounds and return players to optimum condition. A medic must place full attention to their task and cannot move or fire while healing a player. Any movement or firing by the medic will pause the count. The medic must also keep physical contact to the player they are healing.
-----*Minor wounds can be healed by any player. The medic places a hand on each shoulder of the wounded player for a count of ten seconds. When ten seconds have passed the player is considered healed. Alternatively, the medic may apply a three-layer wrapping of bandage around the wounded limb and secure it. With this method the injured player is considered healed when the bandage is secured, but a medic can not heal a wound without bandages. The method for medic healing should be defined before the game.
-----*Critical wounds can only be healed by a medic. The medic places both hands on the wounded player’s shoulder for a count of ten seconds. When ten seconds have passed the player is considered healed. Alternatively, the medic may apply a three-layer wrapping of bandage around the wounded player’s torso and secure it. With this method the injured player is considered healed when the bandage is secured, but a medic can not heal a wound without bandages. The method for medic healing should be defined before the game.
-----*If a player has a critical wound and is not reached by a medic before two minutes have passed since receiving the wound, then that player is considered dead. Alternatively, once a player receives a critical wound, they may choose not to be healed and immediately make a ‘Last Stand’.
-----*If a player chooses to make a last stand, they have five seconds to fire as many times as they can before being considered dead. Further hits do not count, unless the player is shot in the head. The player may not reload or switch weapons and may not move more than one step from the position where they were wounded.
-----*Last Stand may only be used if Medic rules are in play.


Death / Respawn:
When a player is shot in the head, or receives a critical wound and bleeds out, that player is considered dead. A dead player should immediately cease fire and draw their deathrag.
-----*A dead player may not talk; do not talk to any player, living or dead, unless asked by an official
-----*In a respawn game, the dead player should immediately leave the combat area and return to respawn
-----*In a non-respawn game, the dead player should lie down in place and play dead until combat moves away. Player may then return to the staging area or stay and observe.
-----*In a game with ‘Attrition’ rules, a dead player must remain in place and play dead until the end of the game, unless moved by an official or a gameplay device.


Armor / Protective Devices:
Protective devices may be used in some scenarios to provide an additional layer of security. These devices must meet the following guidelines and be approved before the game in order to be used. Any item not meeting these requirements will be removed from the game. Any players caught using unapproved items, or not following the rules set for approved items will be removed from the game. Further offences may result in that player being banned.

Body Armor
This category of protective device includes armor plates, bullet-proof vests, and similar devices that are worn on the body. These devices offer protection in the form of one additional wound to the protected area, for example, a critical wound to a protected area ‘destroys’ the armor, but leaves the player unharmed. The next shot to the protected area results in a critical wound. Protection varies by device.
-----*Bullet-proof vests (or similar devices) may provide an additional hit from one-handed, small arms weapons such as pistols, but may not protect against automatic fire.
-----*Armor plates (or similar devices) may provide an additional hit from an automatic small arms weapon such as an assault rifle
-----*Does NOT protect against grenades or other explosives
-----*Does NOT protect against special weapons such as sniper rifles or squad support weapons
Body armor must be realistic to the game’s scenario, and must be of similar materials. Bullet-proof vests may be made of meshes or foam of considerable density, armor plates must be made of dense plastic or metal. Any body armor must be able to withstand an impact of 2 joules from a 6mm projectile at a distance of 10 feet without notable damage.

Shield Devices
This Category includes hand-held or stationary devices deployed for cover and protection. These devices may protect any players behind them that are shielded from fire, but have different ratings.

Riot Shield: A hand-held shield device, sometimes transparent. Must be no less than ¼ inch in thickness and able to withstand an impact of 2 joules from a 6mm projectile at a distance of 10 feet.
-----*May protect against numerous shots from one-handed, small arms weapons such as pistols
-----*May NOT protect against sustained automatic fire
-----*May NOT protect against grenades or other explosives
-----*May NOT protect against special weapons such as sniper rifles or squad support weapons
Should the riot shield come under automatic fire, it must be dropped immediately and considered broken. The shield cannot be used again in that scenario.

Blast Shield / Blockade: A large, metal shield device that may be carried or deployed at a static location. Must be no less than 1 inch in thickness and able to withstand an impact of 3 joules from a 6mm projectile at a distance of 10 feet. Devices in this category may not weigh less than 10 pounds.
-----*May protect against numerous shots of sustained automatic fire
-----*May protect against grenades or other explosives detonating on the outside of the shield
-----*May protect against special weapons such as sniper rifles or squad support weapons

In addition to the previously mentioned rules, no armor / protective device may hold the risk of breaking or shattering into small, sharp-edged pieces under any circumstances. Any device known to shatter or produce sharp edges will be banned.


Rules of Engagement:
Certain rules should be followed when participating in an airsoft game. These rules are partly courtesy for your fellow players, and partly sportsmanship compromises to make the game more playable.

Staging Areas: The area designated for preparing for a game, regrouping, arming, and storing items. The area may or may not be marked, but will be designated before play.
-----*No firing in the staging area. This includes firing into the staging area, or firing out of the staging area
-----*Staging area is off-limits to any live player during a game
-----*Items in the staging area are not to be handled or removed from the area by anyone but their owner

Playing Area: The area designated for gameplay. This area may or may not be marked, but will be designated before gameplay. All gameplay takes place within these limits.
-----*No one may enter the playing area without proper eye protection
-----*Anyone entering the playing area who is not playing should wear an orange vest
-----*Any items found within the playing area are useable for the duration of the game (non-stationary items should be turned in to an official after the game)
-----*Fire should NOT be directed outside of the playing area
-----*Live players should NOT leave the playing area at any time

Borders: Some areas may be bordered by orange tape. These may be field limits, respawns, or safety hazards. In any case, these borders should not be crossed unless directed by game rules or an official (respawns, staging area, etc). Under no circumstances should anyone fire across an orange border.

Deathrag: All players participating in a game should carry a red Deathrag. The deathrag should be no less than 6”x6”, and should be bright red in color. When a player is killed, they should draw their deathrag and place it on their head.
-----*The deathrag should be kept on the player at all times, but not visible to other players when alive
-----*The deathrag should only be drawn if a player is dead, or forfeits the game
-----*Do NOT draw the deathrag for minor or critical wounds

White Flag: In some scenarios, players may carry a white flag. A player waving a white flag should be regarded as non-hostile unless a weapon is raised. Players may then interrogate the surrendering player.
-----*The WhiteFlag should only be used in scenario games.
-----*The surrendering player should keep hands off of weapons or hold rifle over head.
-----*Other players should not fire upon a surrendering player unless they raise a weapon or attempt to escape.

Search: In some scenarios, players may be searched for weapons. Searches may only be performed on hostages or willing players.
-----*When searched, any weapon a player can point to is considered confiscated.
-----*Confiscated weapons cannot be used unless the player kills an opponent and then touches them on the shoulder, OR the player returns to their own team's HQ, OR the player is killed and then respawns.
-----*A player may not touch or frisk another player as a search.
-----*Concealed weapons may be revealed by placing the hostage within a designated holding area. When a hostage is placed in a holding area, all weapons are considered confiscated.

Interrogation: In certain scenarios, players may be interrogated for information. Interrogations are made by the interrogator role-playing with the interrogated. Offers may be made for support, amnesty, in game bribes, or changing sides.
-----*No physical contact may be made during 'interrogations'.
-----*Torture may be simulated by extending imprisonment to a MAXIMUM of five minutes.
-----*'Tortured' players should be released or sent to respawn after giving information.

Radios: Players are encouraged to make use of radios whenever possible (so long as the scenario does not declare otherwise). Teams will be assigned radio frequencies prior to gameplay.
-----*Unless otherwise stated, listening to another team's frequencies is prohibited.
-----*Propper radio etiquette should be observed at all times, including disabling sounds such as 'roger beep' if possible.
-----*During certain scenario games, if a player is taken hostage their captors may listen to ONLY the frequency the hostage's radio is currently tuned to, unless the hostage can be persuaded to reveal other stations. The captors may also write down and use this frequency (frequencies) on their own radios.
-----*Radio 'Jamming' or other illegal activity is prohibited.



Rule Sets
Some rules specifics may be swapped out regardless of game type being played, these usually pertain to medic rules or ammo restrictions, but may be anything.

One-Hit: Basic combat system. A single hit anywhere on the body is considered a kill
One-Hit Medic:Modified One-Hit. A single hit anywhere on the body is a critical wound.
Blitz Rules: A simplified hit system for quick games. Arms and legs are not counted, while the head and torso are considered kills.
Medic Rules: Standard VK rules.
Attrition: Modified VK rules. Medics must use bandages instead of counting. Dead may not move until the end of the game. Dead player's ammo may be salvaged. No Hi-Cap Magazines allowed. Number of magazines may be limited.
Grim Attrition: Modified Attrition. A player is designated the 'Reaper' and gathers the dead from the field. The Reaper may then 'resurrect' any of those dead wherever he wishes, and may give orders to dead. The Reaper can not be killed. The Reaper may not carry a gun.
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