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IMPORTANT NOTICE These rules are in the process of being significantly updated. This is especially true in the area of weapon velocity limitations, which are being raised from the currently specified levels, so as to bring us more in to line with general UK standards. Please contact me if you wish to check any part of these regulations during the period of redrafting. The replacement documents are hoped to be uploaded by the end of 2009. I appologise for the inconvenience.
1(A)(i)(a) Appropriate clothing and footwear is required. Military surplus kit of any pattern is suitable, if in good condition. Note that "trench coats", "ponchos" and similar voluminous garments are not suitable for use in the Combat Zone as they prevent the registering of successful hits. Extra clothing and footwear should be brought along to replace wet and muddy kit. Gortex or other water proof outer layers are very highly recommended. Thermal/jogging clothes are required as extra layers for cold weather use. Note your kit will be checked prior to entering the playing area to ensure that you are adequately equipped for the prevailing conditions. If not, you won't be allowed in to the field.
1(A)(ii) Hats and gloves must be worn when in the combat area, even on hot days, as close range BB strikes to exposed skin, knuckles or scalp can be very unpleasant and may cause minor injuries that can interupt the flow of play. This is especially important as we permit whole body targeting, and as many players will not engage targets lacking this basic protection, entering the field thus, can be construed as against the spirit of the game. We also encourage the wearing of helmets in the field, which aids in reducing the results of running into low flying branches etc. Full weight helmets are for game purposes by way of an incentive considered as "bullet proof", thus no in-character wounds can be sustained through them. However, the normal shock effects of crying out and falling over must be performed. This policy helps both your own health, as well as the pleasure of others, by avoiding any easily avoidable injuries that may interupt the flow of play. See also 1(C) below.
1(A)(iii) Note that only approved insignia and badges are to be worn on clothing or equipment used for CONTACT. All such insignia is available through the School at cost price or from numerous on-line suppliers. Please remember that the insignia worn during CONTACT actually means something in-character and has been earned through play. Therefore it is important not to use unauthorised and thus "meaningless" badges etc., as they will lead to false conclusions about you, the scenario, and the main plot.
1(A)(iv) Upon return from the battlefield you will be require to remove any potentially wet and muddy kit and change your footwear. This is done to keep the "function room" at the bunker clean, as it is sometimes needed immediately after our attendence for another event. This requirement has been integrated in to the plot as the "post-mission decontamination procedure", and is performed in a room set aside for the purpose. You should have alternative footwear and clothes for use in-base, these can be either combat style gear, or items more in keeping with your chosen role, for example, medical scrubs for surgeons, or lab coats for scientists and doctors . For those who wish it, there is an optional "regulation" dress/working military uniform available. Note that no other formal dress uniforms other than the approved pattern are to be worn without consultation with the School.
1(A)(v) At special events such as the annual Regimental Dinner, normally held in the February of each year, attendees are required to dress for the occasion in either the "regulation" Service Dress Uniform (SDU) or in the equivalent appropriate civilian garments, dinner jackets, bow ties, gowns etc, so as to generate the right formal atmosphere. If you do not as yet own such items, they can be easily and cheaply hired for the event. Please note that the Service Dress Uuniform has been designed not only to look good, but to be very inexpensive. Contact the School for details.
1(B) Webbing
1(B)(i) Webbing is the term used to cover the various pouches designed for carrying combat equipment in the field, such as magazine pouches and canteen covers or holsters for your weapons. They come in many different forms, some acceptable others not, consult the School for more details. With the exception of rucksacks, see 1(B)(iii) below, any hits registered on webbing causes a wound to the location covered. The wearing of unnecessary webbing constitutes cheating as it diminishes the chance of registering a hit*.
1(B)(iii) Thigh mounted holsters and other pouches are permitted, including shoulder bags, for example respirator cases or Claymore (mine) bags.*
1(B)(iv) Rucksacks may be worn only when absolutely essential, as they must count as "bullet proof" armour, due to their coverage and the impossibility of registering hits through them. Full rucksacks may be used as improvised baricades, providing cover from enemy fire.*
1(C)(i) Currently the only helmets and body armours approved for use in CONTACT without consultation are the full weight military issue types listed below. Note that these helmets maybe worn in the field, but that body armour is only authorised for on-base deployment.
1(C)(ii) Other helmets and armours may be used after consultation with the School. Lightweight replicas are only acceptable on medical grounds, however these are NOT considered as bullet proof, their use is solely permitted for their safety applications.
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2(B) Masks must have full face and ear protection, with proper clear lenses. Note that simpler goggles or half masks, safety glasses and mesh type masks are not acceptable alternatives, due to the risks from head shots, and fragments from pyrotechnics and damaged BBs. Masks without ear protection may be permitted if sufficient alternative protection is being worn, for example: ear shell radio headsets.
2(C) For new players there are a limited number of the "JT" made protective masks available for hire from the School.
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3(B)(i) With the introduction of the Violent Crime Reduction Act 2006 (VCRA) in October 2007, it is illegal to sell airsoft replicas to persons who are not registered with the UKARA (United Kingdom Airsoft Retailers Association) scheme.
3(B)(ii) Member to member sales may ONLY occur where the buyer is UKARA registered.
3(B)(iii) Your UKARA registration application form will ONLY be completed by the School, after attendance at your second CONTACT weekend event, or a minimum of three days play.
3(C) All weapons must be transported in a proper gun case. Guns must not be transported in their original packaging, unless this is a new weapon for which you do not as yet have a case. In these circumstances the box must be thoroughly covered so as to conceal its markings. Rubber combat knives or bayonets should be transported in your gun case and not mounted on your webbing until you are on site, unless the webbing is securely packed away out of sight.
3(D) All airsoft weapons must be provided with a proper muzzle cover or plug. Spares are available through the School. A purpose made muzzle sock, or even a baby's white sock is to be used when a Tracer Unit or simulated suppresser/silencer is fitted, or when no plug/cover is available. It is recommended that great care is taken not to lose these esential safety devices in the field, therefore it is further recommended that spares be carried in case of loss. In an emergency, a hat or a glove can serve as an improvised muzzle cover, see also sections 15 to 19 below..
3(E)(i) Any pistols and revolvers carried during the game as back up weapons MUST be kept in proper holsters and NOT in pockets or other pouches.
3(E)(ii) Due to the tiny size of the spare magazines for Automatic Electric Pistols (AEP), such as the Tokyo Marui made Glock 18c and the Berretta 93R, these magazines MUST be carried in proper pistol magazine pouches at a ratio of one magazine per pouch. The excess space must be padded out with karimat foam, to prevent loss and the insertion of additional magazines. This ruling is to prevent the excessive and unrealistic numbers of magazines being carried (it is in fact possible to put 6 AEP magazines in the space required for a standard gas pistol magazine).
3(F) Muzzle Flash Signature For Night Fighting
3(F)(i) All electric weapons must be fitted with a Marui made Full Auto Tracer unit during night fighting, for the purpose of providing muzzle flash. Note that electric pistols, plus any gas and spring driven weapons are exempted from this requirement. This unit must be carried with two sets of new (or fully charged batteries), that is 2 x 4 of AAA batteries. It is recommended that insulating tape is used to secure the battery compartment cover of the Tracer unit, to prevent its loss (Mk I model). It is not required that "tracer" ammunition is used, as they serve their function perfectly well with standard ammunition. This latter point may need to be reviewed for the new Mk II Tracer Unit which has yet to be tested.
3(F)(ii) If your Tracer unit malfunctions or you have not yet got one, a simple 10 Lumin bright torch, that is one powered by not less than a normal 3 volt battery (2 x AAA cells or bigger) fitted with a krypton/xenon bulb or a LED torch of equivalent performance, MUST be used instead to provide this muzzle flash each time you shoot. For example either the "Mini-Mag-lite" or Tokyo Marui's mock "tactical light". The latter being powered by 2 x AA cells and provided with a remote pressure switch is only as bright as a normal small Mag-lite torch (10 Lumins). It is NOT necessary to go to the expense of using a true "tactical light" in this role, which produce 20 to 65 Lumins, unless you already have one.
3(G) All grenade launchers designed to be weapon mounted, such as the HK AG36 and M203 series, must either be realistically attached to an appropriate weapon or propriotary frame/stock assembly. They may not be used independantly.
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4(A)(i) When you are a new player the School will lend you a set of the crepe bandages as specified in the General Regulations for use as First Field Dressings (FFD). These MUST be returned at the end of the event.
4(A)(ii) After your first event, you will be required to provide your own set of these dressings, which are available through the School at a discounted price of £2.50 each.
4(A)(iii) Players taking on the role of Field Medics, may wish to acquire such specialised medical props as specified in the CONTACT Game Rules: 2006 Edition. A very limited supply of these items is available for first time players for loan from the School.
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6(B)(i) The hitting power of a weapon is defined by its "Muzzle Energy" or "ME", which is the striking power of a single projectile or BB, expressed in "Joules" (J). This is a function of the speed of a BB of a known weight, measured as it leaves the muzzle of the barrel.
6(B)(ii) Standard Power weapons are limited to a maximum of 0.81J or 90 metres per second (mps)/295 feet per second (fps) with a 0.2 gram weight BB*.
6(B)(iii) "Bolt Action Rifles" which are Single shot manually operated spring powered weapons designed for long range sniping out to 50 metres, are limited to 1.215J, that is 110mps/361fps with 0.2g ammunition (or 90 mps/ 295 fps with 0.3 gram ammunition (or 91.5 mps/300 fps with 0.29 Murazen made sniper ammunition, or 98mps/323fps with 0.25g ammunition).
6(B)(v) Heavy Machine Guns: are limited to the standard UK limit of 1J, that is 100mps/328fps with 0.2g ammunition. These weapons are granted this power advantage as they are designed for use in fixed emplacements mounted upon tripods or pintle mounts, and are therefore too heavy to be fired on the move. Their positions are often known, and placed so that they have clear and wide fields of fire, as their only advantage lies in their long range capability. Players directly assaulting them and trying to close to short range do so at their own risk. Crews operating such weapons are permitted to shoot at targets without additional restrictions, other than those that apply to all weapons.
6(D) Please remember that certain exceptions to these rules may be made, depending upon circumstances. A "Personal Rulings Card" will be issued in this event, see the General Regulations, Section 7:
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7(C) The Rate Of Fire of an automatic weapon can these days be measured by airsoft specific chronographs. Alternatively it can be calculated by using a stop watch to time the discharge of a magazine full of BBs, then dividing the number of rounds shot by the time taken in seconds, then multiply the result by sixty to give the rpm. Unmodified Marui electric weapons are designed to run at between 700-850 rpm with a 8.4 volt battery. You can, if you wish to risk your gear box and motor, use a 9.6 volt battery to raise your rate of fire. There are 10.8 and 12 volt batteries on the market, but I do not know if when using it your weapon will exceed 1,200 rpm. On the other hand you can slow your weapon down by using a 7.2 volt battery to better control ammunition consumption. The standard TOP manufactured M60 machine gun produces 1,080 rpm with its 9.6 volt battery, and the Classic Army made M249 achieves 1,200rpm. You really don't need any more than that, I hope!
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8(B) It is not permitted to use ammunition with a metal coating or containing pyrotechnic compounds, such as "Thunder Caps". Tracer ammunition is perfectly acceptable, indeed for night fighting it is preferred, but NOT required. NB: tracer ammunition is coated with a luminescent non-pyrotechnic compound that emits light after passing by a strong light source, such as the white strobe light in the Tokyo Marui made Full Auto Tracer Unit.
8(C) Whenever possible, it is preferred if players would use biodegradable ammunition, which is obviously subject to availability.
8(D) Under normal circumstances only standard type "HFC 134a" gas, such as "Gun Gas" as made by Tokyo Marui is permitted for use in gas powered weapons. However during events conducted in very cold weather where HFC 134a does not perform adequately, then the so-called "Green" or "Red Gas" or other high powered gases such as "Toy Jack" or "American Eagle" can be used or blended in with the HFC 134a, but ONLY if the resulting weapon power limits are satisfied.
8(E) All gas is to be handled with respect and treated as inflammable, regardless of labelling to the contrary. Both gas and weapons alike should be stored well away from direct sunlight and other heat sources. Note that warming gas canisters by any other method other than body heat, is not permitted.
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9(A)(ii)No "Hi-Cap" or unmodified "Mid-Cap" magazines are permitted. Hi-Cap magazines do not use a spring feed, employing instead a mechanical or electro-mechanical feed with extreme capasity. Mid-Cap magazines, which use a spring feed like a standard one, use an arrangement that normally doubles their capasity. These Mid-Caps may only be used, after their capasity has been reduced to no more than that of the standard type with the following exceptions:.
9(B) The ONLY high capacity feeds permitted for use, are the integral hopper feed mechanism of the TOP made M60 series and the various full sized 100 round 5.56mm/7.62mm style power box feeds (1,200-1,500 BBs) for the various makes of M249, M240 and M60 light machine guns. The 190 or 300 round clockwork M16 type hi-cap magazines which can be fitted to the M249 are not to be used. However, there is no problem in using the standard 68 round M16 magazine with the M249 or any other "real capasity" magazines (like those made by Star).
| Weapon | Standard/(Real) | Hi-Cap/(Real) |
|---|---|---|
| H&K MP5 Series |
28 (15) 50 (30) |
200 (30) 240 (2 x 15 bi-mag) |
| M16 & M4 Series | 68 (30) |
190 (20) 300 (30) |
| AK-47 Series | 70 (30) | 600 (30) |
| H&K G3 Series |
15 (5) 70 (20) |
500 (20) |
| SIG 550 Series | 43 & 60 (20)7 | 220 (20) |
| FAMAS Series | 60 (25) | 300 (25) |
| Steyr AUG Series | 80 (30) | 330 (30) |
| UZI | 40 (25) | 220 (30) |
| FN P90 Series | 68 (50) | 330 (50) |
| H&K G36 Series |
50 (30) 70 (30)1 |
330 (30) |
| M1A1 Thompson | 70 (30) | 470 (30) |
| M14 Series | 70 (20) | 470 (20) |
| Type 89 Series |
69 (30) 706 (20) |
300 (30) |
|
H&K MP7A1
(MAEG) |
50 (20) 100 (40)2 |
190 (40) |
|
VZ61 Scorpion
(MAEG) |
58 (20) | 3703 |
|
Ingram MAC-10
(MAEG) |
65 (30) | 470 (30) |
| *FN SCAR-L (STAR or CA) | 1404 (30) | 300 (30) |
| *FN SCAR-H (STAR or CA) | 1805 (20) | 380 (20) |
| *FN FAL/SLR (STAR or KA) | 90 (20) | 470 (20) |
| AK74MN | 74 (30) | 480 (30) |
|
M4 SOPMOD & SOCOM |
82/308 (30) | 430 (30) |
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10(C) Torches
10(C)(i) The power of torches for game use are restricted as shown below. There power is measured in "lumens". As a guide a typical military right angle two D cell (3 volt) torch with standard bulb produces about 10 lumens, and 20 with a krypton bulb. While a six D cell (9 volt) type Mag-lite with krypton/xenon bulb produces 60 lumens.
10(C)(ii) Tactical Lights, that is torches mounted on weapons for aiming and navigation in combat, are NOT permitted to exceed 65 lumens. For example the specially focused "Surefire" 6P and L60 6 volt series are acceptable, while the 9P and L90 (9 volt) models are not. Note that the various Surefire cloans are to be treated the same as Surefire lights. The low powered 3 volt Mag-lite like Marui tactical light is perfectly fine.
10(C)(iii) Work/Duty Lights: No torch greater than 150 lumens may be used as a general purpose work light, "Surefire" 9N models are acceptable, but "Tracer Lamps" are not. These torches are NOT to be mounted upon weapons.
10(C)(iv) Ambush/Flood Lights: there are no restrictions on power in these roles, however such lights must be positioned in fixed emplacements so as to shed their light downwards ONLY. They are NEVER to be used directionally as a search light, with the exception of in a genuine emergency situation.
10(C)(v) Flash guns may not be used in night fighting except for pre-arranged and choreographed photographic sessions.
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11(A)(i)If you choose to buy and use the standard commercially manufactured pyrotechnic paintball/BB "fragmentation grenades" which are supplied to you through the School, you must note that they are for use in specific combat areas ONLY (due to their noise and fire risk), check with the event organiser prior to deployment.
11(A)(ii) On those occasions when the moulded paper bodies are supplied to us without any paintballs or BBs within them, and fitted with a 6 mm hole in their base to enable you to load your own "fragments", you may use:
11(A)(ii)(a) Chick Peas: being the least expensive and the most environmentally friendly fragment load. These have to be loaded either by hand or using a funnel. These are normally available through the School or your local supermarket.
11(A)(ii)(b) loose BB ammunition (maximum capacity 550 rounds), which can be done either by hand, loading tube or mechanical/power loader. When available you must use LIGHTWEIGHT (0.11 to 0.15g) biodegradable BBs. You can also use "tracer" ammunition, or use them empty if you wish, as "stun grenades". NB no special effect is assigned to these empty blast grenades above their surprise factor.
11(A)(ii)(c) Under no circumstances are you to load any other substances including paint balls, into these devices.
11(A)(iii) You may use a couple of turns of paper masking tape to re-enforce the seam holding the two halves of the body together, to prevent premature splitting, and a small tab of tape can be used to seal the loading hole, but other than these additions, the outer shell must otherwise remain unmodified, with the exception of markings.
11(A)(iv) Note that as of this date the specified fuse time is 4.5 seconds.
11(B) Alarm Mines
11(B)(i) It is permitted to set up and abandon electronic audio/visual intruder/rape alarms, with remote sensing activation, such as passive infra-red (PIR). Trip wires are NOT permitted.
11(B)(ii) If the unit has a strobe flasher, a red filter should be fitted. This is because unlike a normal strobe light used as a beacon, this device will surprise its victims, risking instant loss of night vision which may lead to an accident.
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12(B) The Crab Apple Works (CAW) made "Mini Launcher", popularly known as "the brick", and the CAW made snub barrelled and stockless M79, 40mm Grenade launchers, nick named "the pirate pistol", are not permitted for use, as they are considered as grossly unrealistic. However as the latter item was known to have been built as a one off special during the Vietnam War, an exception has been made for the one example currently in service within the game. This weapon does NOT constitute a precedent.
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13(B) You may enter the Combat Zone without your mask on, when you are part of the ONLY group within that zone, and all weapons have been confirmed as safe, for example when moving in to the zone to conduct training. If anyone gives the signal "MASK UP" or "MASKS ON", then you MUST comply immediately. ONLY after everyone is confirmed as "masked up", can the "GO LIVE", "LOCK AND LOAD" or "GAME ON" signals be given. See Section 21: Summary Of Extra Signals below.
13(C) Only after the GAME OVER signal has been given and ALL weapons within the playing area have been confirmed as SAFE, then and ONLY then can a Weapons Officer give permission to remove your mask, by giving the "MASKS OFF" signal. If there is any possibility that there may be a "live" weapon in the Combat Zone, then masks may not be removed, until you reach a Safe Zone.
13(D) When "dead" or "unconscious", ensure that you lay on your back and place an arm or item of equipment across the bottom of your mask to prevent stray rounds striking your face from below.
13(E) In the event of your mask becoming fogged up while in the Combat Zone, use the following drill to clean it:
13(E)(i) tell your team members that you need to perform the "De-misting Drill", they should then screen you, or when on your own you should find protective cover and/or face in a safer direction
13(E)(ii) crouch down and tuck your chin down, while closing your eyes as you insert a cloth to wipe the lens from beneath
13(E)(iii) ONLY after having removed your hand and having replaced your mask should you open your eyes to inspect the lens.
13(E)(iv) repeat as necessary. Upon completion advise your friends that you have finished.
13(F) You should note that if you are shot while performing the de-misting drill, or when screening someone else who is performing it, the hit IS considered as legitimate. However deliberately engaging targets performing this drill is against the spirit of the game, as is employing it as "cover".
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14(B) To prevent "negligent discharges" (accidental shooting of a weapon), do NOT casually "finger" (play with) the trigger or safety catch of your weapon at ANY time. Strikes from such discharges count as legitimate hits.
14(C) Note that airsoft weapons maybe capable of shooting without you actually depressing the trigger, therefore do NOT "muzzle sweep" your fellow players, that is allow your weapon to point at them unless you actually intend to shoot them during play. It is good practise not to point weapons at other people, even in jest, so as to enhance both safety and realism.
14(D) NO weapon is to be propped upright against a wall or similar object at any time, they must be laid flat or carried. Players or property maybe damaged by a falling weapon, and a Negligent Discharge may occur. The ONLY exception being when stowed in a purpose built vertical weapons rack. When weapons are laid down in the field, it should be abutted against an obsticle such as a log or the like, to reduce the chances of it being trodden on. Wherever possible when you need to perform work without your weapon, it is best given to another person who can take responsibility for it.
14(E)(i) While in a Safe Zone, magazines may be charged and gas reservoirs filled. However, magazines must not be inserted into weapons, or feed tubes connected. Batteries can be installed in non-hopper fed weapons. Gas grenades may ONLY be gassed and loaded within a designated Armoury Area, wherein all persons are wearing masks or safety/shooting glasses. After loading grenades must be either stowed in pouches or protected with a safety sock. See the Weapons Safety Drills below.
14(E)(ii) When not in a Combat Zone, if it is necessary to remove the muzzle plug/cover, or the saftey sock of a weapon for the purposes of maintenance, this should be done in a designated Armoury Area, wherein all persons are wearing masks or safety/shooting glasses. They MUST be replaced immediately upon completion of the said maintenance. Revolvers MUST have a cord tied around the frame so as to prevent the acceidental closing of the cylinder during maintenance. When performing maintenance on weapons without muzzle covers, great care must be taken in weapons handling, so as to allay any potential fears of other players within the area. Keep the barrels of such weapons pointed away from other players.
14(E)(iii)You may ONLY conduct a test of your weapon in the Safe Zone with the permission of a Weapons Officer. Make your request by loudly stating "TEST FIRING?", and ONLY when you recieve the okay, may you then discharge it into a strong sealed bag, such as a rucksack. Note that you may NOT remove the muzzle plug/cover or safety sock. If you need to do this, go to the designated Armoury Area, Shooting Range, or if available the Combat Zone.
14(E)(iii) ONLY when in a combat Zone/Range will the instruction "GO LIVE" be given by the mission leader or a designated Weapons Officer, permitting the unplugging of barrels, the loading of magazines/cartridges into weapons and the insertion of batteries in to hopper fed weapons, the cocking of spring guns and finally the unlocking of safety catches. Sometimes the other traditional order "LOCK AND LOAD" instead is used, but it means the same thing for our purposes. At this point weapons are free to shoot.
14(F) Do NOT shoot at the head of an opponent, unless they present you with no other available target. If you would rather not be shot in the head, ensure that your opponents can hit your body as an alternative. To aid this, the head and upper torso are for the purposes of scoring regarded as the same location, consequentially there is no special value given to head shots.
14(G) Do NOT repeatedly shoot a DEAD target. If this happens to you cry out "DEAD, DEAD, DEAD" to alert the shooter of your status. On hearing such a cry from your victim, stop!
14(H) You may use ANY weapon in the Close Quarters Battle environment including those of high power, to engage targets at extremely close ranges, that is less than 1 metre. However this can be very unpleasant! It is recommended that when planning your operations it is wise as well as safer and more courteous to use the appropriate weapons for a given role. Therefore try to arrange things so that high powered weapons are held back at distance to provide long range support to those armed with the lower powered weapons optimised for close quarters battle.
14(I) There are occasions when you may have to deal with targets at very close ranges which you maybe reluctant to shoot because of the potential pain that maybe inflicted, preferring instead to offer your victim the chance to verbally declare themselves dead or surrender rather than actually being shot. In many such cases if you were to shoot, there is a chance that any rounds shot may in fact miss or only "wound" the target, a situation they may want to exploit. Thus there is no requirement of you or any other players to make or expect this offer. Being shot at close range must be one of the accepted potential consequences of your participation. If you really do not want to take that shot, challenge the target to "surrender" and try to take a prisoner. If your victim instead decides to attempt to shoot back, you must choose to either duck, shoot or die. If you find yourself on the other end of a potential close range attack and you do not wish to be shot, you may declare yourself "dead" and drop where you stand.
14(J) When using a tactical light for weapon aiming during night combat, do NOT deliberately flash it in to the eyes of your enemy to disorientate them, as this can cause a serious accident. This is another reason why there is no scoring difference between the head and upper torso.
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15(B) The object of the specified drills (sections 16-18) is two-fold, firstly to render your weapons unable to shoot by separating the ammunition from the power source, and secondly to clearly "flag" it as having been made "safe".
15(C) Prior to entering a Safe Zone, you MUST make use of the Clearing Zone, which is an area set aside for making weapons safe. If no clearly defined area is available for this purpose, then the Clearing Drill must be performed in the Combat Zone prior to exit.
15(D) All drills commence with the order "MAKE SAFE" or "MAKE WEAPONS SAFE", being the instruction to ALL shooters to perform the Clearing Drills and render ALL their weapon safe, as set out below in Sections 16-18. Shooters then pair off and check each other's weapons. Perform each drill in turn, showing your partner what you are doing, while CLEARLY verbally confirming all actions as specified in the drills. It concludes when the Weapons Officer will seek general confirmation, by, first demanding silence using the "LISTEN UP" command, and then asking loudly as a final check, "ARE ALL WEAPONS SAFE?". The shooters should reply "ALL SAFE", or if you have an unsafe weapon make sure that the Weapons Officer knows by replying "UNSAFE!". Only once the the Weapons Officer is satisfied will the group be allowed to move in to the Safe Zone, or have the MASKS OFF order given as appropriate to circumstance.
15(E) If you acquire a weapon for which non of the following drills is appropriate, please advise the School, so that one can be created.
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16(A) This is the default drill for all airsoft weapons other than those dealt with in sections 17 and 18 below.
16(B)(i) Remove the magazine and say "MAGAZINE OUT". Note that the shells of shotguns are in practice a form of "magazine", but the statement "SHELLS OUT" is perfectly acceptable. The M249 machine guns when using the 2,500 box feed, do not require the box to be removed. Instead simply disconnect the feed tube saying: FEED DISCONNECTED.
16(B)(ii) Attempt to shoot the now unloaded weapon THREE or more times in to the designated Clearing Zone, to ensure that there are NO rounds remaining within the mechanism; as you do this say "SHOOTING".
16(B)(iii) Apply the safety catch saying; "SAFETY ON"
16(B)(iv) Finally, install a muzzle cover, plug* or a muzzle bag/sock (necessary for use with Tracer Units/mock silencers); saying "PLUG IN" or "COVER ON". If appropriate, then holster your pistol.* In the event of a lost plug a glove or hat may be used in an emergency.
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17(B) Revolvers like the Marui type, wherein the cartridges are permanently fixed into the cylinder do NOT need the ammunition to be removed prior to entering the safe zone, because the tie ensuring that the cylinder can not be closed is sufficient. However, this means that they cannot be holstered in the Safe Zone, until the ammunition has been actually removed (a special tool is provided with the weapon for this purpose). Some players find it simpler to shoot the weapon empty before returning to the Safe Zone, then holstering the unloaded revolver.
17(C) Note also that unlike other weapons you should not attempt to shoot the revolver with the cylinder in the open position, as this may cause damage to the mechanism.
17(D) The drill is as follows:
17(D)(i) Firstly if you wish to, shoot the weapon empty, then swing out the cylinder; saying "CYLINDER OUT", and if applicable remove the cartridges; saying "CARTRIDGES OUT" or if they are not removable;say "NON-REMOVABLE CARTRIDGES".
17(D)(ii) Install a muzzle plug; and say"PLUG IN"
17(D)(iii) If the weapon is empty, it may be IMMEDIATELY holstered after closing the cylinder and applying the safety catch; saying "CYLINDER CLOSED AND SAFETY ON", followed by "HOLSTERING".
17(D)(iv) If the weapon is still loaded, it MUST be carried openly with a white tie secured about the top strap, thus preventing the closure of the cylinder in the Safe Zone; saying "TIE ON" (Note that the safety catches of most revolvers can only be activated after the cylinder has been closed, therefore when carrying the cylinder open with a tie there is no requirement to apply the safety catch, as attempting to do so may break it.
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18(B)(i) Remove the battery; saying "BATTERY OUT".
18(B)(ii) Attempt to shoot the now unpowered weapon THREE or more times to ensure that there is NO rmaining charge to shoot any rounds left within the mechanism; saying "SHOOTING".
18(B)(iii) Apply the safety catch; saying "SAFETY ON".
18(B)(iv) Finally, install a muzzle cover, plug or a muzzle bag/sock (necessary for use with Tracer Units); saying "PLUG IN" or "COVER ON".
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19(A)(i) have your weapon checked by a fellow player, or
19(A)(ii) check it yourself.
19(B) In either of these cases it is your responsibility to ensure that you double check, so as to guarantee the weapons safety. You should at your earliest opportunity demonstrate to a WO that your weapons are in fact safe.
19(C) If you have a pistol that does not have a plug and it has been holstered, it may ONLY be removed under the supervision of another player to garuntee safety.
19(D) Weapons with improvised muzzle covers must have a propper one installed ASAP, or be packed away in its transportation case.
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20(A)(i) Range work within an active Combat Zone, for which the normal rules apply.
20(A)(ii) Range work, outside of an active Combat Zone, for which the rules specified in 20(B) are applied.
20(A)(ii) Range work, at a public display, for which the rules specified in Appendix E: "Public Shows" are applied.
20(B) Range Rules
20(B)(i) A suitable location must be clearly designated as "the range". The layout of the range is to be as follows:
20(B)(i)(a) At one end, there should be the Target Area and at the other the Shooting Line. The ground between is treated as a one way Combat Zone, and must be so arranged that NO person can accidentally stray between the shooters and their targets. When appropriate BB proof netting/cloth should be erected to prevent rounds from escaping the range. A BB catching system (cloths) should be set up behind the targets to collect spent ammunition and brushes/brooms/dust pans and/or vacuum cleaner(s) should be made available for the cleaning of indoor venues. A 'test fire bag' must be provided to allow shooters not at the firing line to test their weapons (Immediately after a test, the weapon must be made safe).
20(B)(i)(b) The area of the Shooting Line is considered as a controlled area, while that space behind it is treated as a Safe Zone if there is no risk of ricochets. If there is then the Safe Zone must be placed elsewhere, see also 20(C) below.
20(B)(ii) A Range Officer is to be appointed to govern all activities on the range. Their instructions MUST be strictly obeyed. Failure to obey will result in disqualification from competition/range use.
20(B)(iii) Only shooters and the Range Officer are permitted on the Shooting Line. Non-shooters, unless they are helping a shooter, must remain well behind the Shooting Line or in the Safe Zone.
20(B)(iv) Targets maybe either, paper (<5m), metallic (ringing) or live. Live targets MUST wear masks and use the rules applicable within a Combat Zone, when down range of the Shooting Line. However, head, hand and neck protection, plus a thick jacket and trousers are mandatory. If at any point the target wishes to stop the shoot, for example they need to readjust their mask, or wish to take a break, they can issue the order to "STOP SHOOTING!" If they have done so, only after they have issued the "CARRY ON" signal, may the Range Officer grant permission to recommence shooting.
20(B)(v) If there is any risk of people accidentally entering the range, then marshals should be stationed at strategic points to ensure that the range remains clear of personnel. Even if not in the direct line between shooters and targets, these Marshals must wear full face masks and not just safety glasses. If at any point a marshall needs to stop the shoot, for example they need to readjust their mask, or wish to take a break, they can issue the order to "STOP SHOOTING!" If they have done so, only after they have issued the "CARRY ON" signal, may the Range Officer grant permission to recommence shooting.
20(B(vi) ONLY when the Range Officer is satisfied that the range is secure and ready for use will they give the instruction "GO LIVE". At this point, while keeping weapons pointing down range towards the targets (and the trigger finger outside of the trigger guard), can the shooters, load and shoot their weapons. Note that in a competition shoot, the shooters MUST wait for specific instructions to commence actual shooting. Upon completion of shooting the shooter must make their weapon safe and satisfy the Range Officer that this is so before pointing the weapon in any other direction other than down range. Once done the shooter may withdraw from the Shooting Line.
20(B)(vii) When the Range Officer gives the instruction "MAKE SAFE", all who have not yet done so MUST make all their weapons safe IMMEDIATELY. Once the Range Officer is satisfied that all weapons are in fact safe, they ALONE can give the "MASKS OFF" signal, and give permission to move freely about the range.
20(C) If there is any risk of ricochets, rounds that bounce off obsticle or targets possibly hitting those on or behind the shooting line, such as in an indoor range, then masks or shooting safety glasses must be worn by ALL in the area of potential risk. A sign with "Eye Protection Required" should be posted at the point where this becomes necessary.
20(D) Competition Shooting
20(D)(i) Weapons are for the purposes of competition classified as either Service or Target Pistol (SP/TP) or Service or Target Rifle (SR/TR). Service weapons are those carried by personnel in actual operations, whereas Target weapons are those that are exclusively used on the range for competition. The "Small Arms Expert Ribbon" can only be won with Service weapons. Seperate trophy schemes are used for Target weapons.
20(D)(ii)Shoots will be held at two ranges using two stances, resulting in a total of four shoots per weapon. Each competitor will shoot 25 scoring shots at each range/stance (total 100 rounds), plus a maximum of 2 magazine's worth of sighting rounds prior to scoring. These sighting rounds will also allow those weapons with 'hop-up' mechanisms to warm up and where possible be adjusted.
20(D)(iii) A matched supply of good quality standard 0.2g BB ammunition will be provided to all competitors (for a fee, circa £1.00) for each event. Personal ammunition will only be permitted with the agreement of ALL competitors and the Range Officer, and then only in unusual circumstances.
20(D)(iv) The pistol course comprises:
20(D)(v) The Rifle course comprises:
20(D)(vi) The Range Officer will give the specific command "25 rounds, in your own time, shoot!" as the signal for the competitor to commence shooting. Note that both burst or automatic fire is strictly prohibited during a scoring shoot and may result in disqualification. However, they are permitted during the sighting phase.
20(D)(vii) The target will state where on their body the BB struck them (if at all). A designated Score Keeper will record each competitors hits upon the target. Scores are recorded using the standard Contact points values. The competitor MUST wait until the target has reported either a hit location or a miss before taking their next shot. This allows the Score Keepper to maintain pace with the shooter, by recording the score for each shot. See the following table:
| Target | Call | Notes | Score |
|---|---|---|---|
|
"CHEST" or "HEAD" |
Location #1
A hit on the upper torso/head*, i.e. above the belt and between the shoulders.
| 3 points |
| "GROIN" |
Location #2 A hit on the lower torso: belt and below: abdomen, hips and buttocks, above the tops of the thighs. | 2 points | |
| "ARM" |
Locations #3 & #4
A hit on an arm (including the hand or shoulder joint).
| 1 point | |
| "LEG" |
Locations #5 & #6
A hit on a leg (including the foot, but excluding the hip joint).
| 1 point | |
| "MISS" | NO direct hits whatsoever. Ricochets do NOT count as a hit. | 0 points |
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21(B) "MASK UP/MASKS ON": general order to everyone to put their masks on.
21(C) "MASKS OFF": general permission to remove your mask
21(D) "MAKE SAFE/MAKE WEAPONS SAFE": general order to make all your weapons safe.
21(E) "ARE ALL WEAPONS SAFE?": a general request, seeking confirmation that all weapons are safe.
21(F) "ALL SAFE": a reply to 21(E) above, affirming that all your personal weapons have been made safe.
21(G) "UNSAFE!": a reply to 21(E) above, advising that one or more of your personal weapons has yet to be made safe.
21(H) "TEST FIRING?": a request for permission to test fire a weapon in a Safe Zone
21(I) "GO LIVE/LOCK AN' LOAD": general permission to make weapons ready to shoot.
20(J) "25 ROUNDS, IN YOUR OWN TIME SHOOT!": being the signal for the competitor to commence shooting during a formal competition.
21(K) "STOP SHOOTING!": a general instruction to personnel on a firing line of a Range to cease shooting.
21(L) "CARRY ON": a general instruction given by a Live Target to the Range Officer to recommence shooting after a break.
20(M) "END-EX!": a general cry used in the Combat Zone during training to end a given exercise, after which participants normally gather at an assembly point for their next briefing.
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