BASIC RULES OF MAA GAMES: UPDATED 3/5/09

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BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by THE ARCHANGEL » Wed Aug 22, 2007 9:30 am

RULES THE MINNESOTA AIRSOFT ASSOCIATION PLAYS BY: THE BASICS
Due to constant request, the following is the base line rules the Minnesota Airsoft Association plays by. These rules can be found on multiple posts, in our Official Business section, and of course in our Charter (http://official.mnairsoft.org/Minnesota%20Airsoft%20Association_Charter_2007.PDF). I will also be posting our actual game site rules separately (SFP, Warehouse Airsoft, etc.) so people can view specifics as each site does have special conditions and caveats.

The Minnesota Airsoft Association expects all players to know and follow these rules. Obviously not everyone who shows to one of our Open Sessions is going to have read these, but to be blunt, if you're on these boards....none of this should be a surprise.

These rules are not in any particular order but have been written to have a sensical flow.

TRANSPORTATION:

The Minnesota Airsoft Association requires all players to transport their Airsoft guns responsibly. Players are expected to have a gun case, hard or soft to carry their Airsoft guns or at least the original box the item came in.
    -Hard cases are the best as they offer the most protection. They are not as discreet but are the best choice.

    - Soft cases offer little protection (I have seen guns in soft cases snapped in half) but are easier to carry, lighter, and have a tactical look. They are arguably more discreet as many civilians can't differentiate between a soft case for a gun and say, a guitar.

    - OEM boxes are the bare minimum the Minnesota Airsoft Association will allow. They offer some protection to the Airsoft gun (that's how they're shipped) but are big, clunky, and hard to carry. Players who use their OEM boxes to transport should turn their box tops inside out so all that is seen is the brown/black cardboard. Why? Think about it. Carrying around a box with a picture of an M16 on the cover is just not smart.
The Minnesota Airsoft Association also allows transport of Airsoft guns in enclosed and sealed plastic containers (i.e. Rubbermaid containers) as those are very popular with Airsoft players when they travel to big Ops and want to pack all their gear into one container.

Carrying Airsoft guns in your backpack or duffel is unwise but as long as they are entirely submerged (no barrels or stocks sticking out) we will not deny the user access to our games. That said, we will notify the user we expect them to find a suitable replacement and record the players name so we can keep track.

Players are expected to put their Airsoft guns in their trunk or out of reach in their backseats. Guns should be unloaded and we recommend that the gun and anything that is needs to run (batteries, mags etc.) be packed in separate containers.

If a player arrives at an Minnesota Airsoft Association event and these rules are not met, that player will be asked to leave. We will track the information of the player and if they come to another game without having rectified their lack of gear, they will be banned from Minnesota Airsoft Association events. Should the situation call for it, the Minnesota Airsoft Association will also notify the authorities.

In addition to our recommendations, the Minnesota Airsoft Association recommends following Minnesota State law MN 97b.41:
    1. In a closed and fastened gun case (shipping boxes are legal if they are tied, taped, or otherwise fastened shut).
    2. Unloaded.
    3. In the trunk of the vehicle or otherwise inaccessible to the vehicle occupants.
3.7 TRANSPORTATION

To elaborate on points outlined in Section 2.1, Paragraph 2, Sub Section 1, items 2 & 3, the Minnesota Airsoft Association mandates the following transportation procedures:

1. All Airsoft guns should be transported in a lockable, discreet case meant to transport a firearm. Hard Case (Plastic, Aluminum, etc.) or Soft Case (Nylon, Leather, etc.) is not specific.
2. Airsoft guns should be transported in the trunk or back seat of your vehicle. NEVER in your front seat.
3. Airsoft guns should be unloaded, with mags and batteries out to avoid accidental firing.

The Minnesota Airsoft Association recommends treating your Airsoft guns as if they were real. Particular care should be given in this regard and Members will always air on the side of discretion when transporting Airsoft equipment.


The Minnesota Airsoft Association wants players to not only be responsible when transporting their gear, but to protect it as well. A good $15 case will protect your expensive toy and that should be as important to the players as anything else. As far as the Minnesota Airsoft Association is concerned, if you "can't afford" a good case for your Airsoft gun, then you shouldn't be playing.

IN THE STAGING AREA:

So, you've made it to the game and you're setting up. There's a couple rules that are standard to Minnesota Airsoft Association games regardless of it being indoor our outdoor.
    - No firing in the staging area. EVER!!! I don't know how many times I've seen people test to see if their gun was loaded by pulling the trigger with no regard to where their barrel is pointing. This is more than a rookie move and is straight up dangerous. People aren't wearing their goggles in the staging area for the simple reason that they shouldn't have to, no one expects to get shot sitting around reloading or hanging out. Be smart. Don't end your own Airsoft career, or anyone else's, by doing something so stupid.

    - No mags in guns in the staging area. This is more aimed at rifles initially as those are carried and not holstered. If you have a sidearm that is not holstered, it should have the mag out. If someone asks to handle your holstered sidearm, you should unload it before you hand it to them. No mags, along with our other procedures, should mean there is no BB loaded in the gun. This is just another precaution to avoid injuries and accidents.

    - Barrel blockers must be on all guns (that are not holstered). Yet another layer of protection. If there is an accidental discharge, which there never should be, a barrel blocker/barrel condom will prevent the shot from going anywhere. These are standard safety equipment and every players should have at least one if not one for each Airsoft gun they own.
In the event that a player is actively working on a gun, as in repairing it, they are allowed to dry fire (to check mechbox cycling) ONLY if they have received approval from a referee or game organizer.

If players need to test fire their gun, they should go to the designated firing area (i.e. SFP=chrono station) with their goggles, ask for permission, then fire.

Dry firing happens regardless of how much we remind everyone. There's always a new guy who didn't know or someone who forgot, but our rules are in place first and foremost to protect the players from hurting themselves or others. We make some allowances for newer players but in the end these should be common sense safety procedures. In the end, the Minnesota Airsoft Association reserves the right to expel players from our events if they break any of our safety rules, and we take them very seriously.

FPS RATES:

The Minnesota Airsoft Association chronos all long guns (and some handguns by request or as needed) that are used at our events. We use our own BB's and where available our own mags. Our chronograph official will shoot the guns himself, and if the gun passes, he will mark it (usually a colored synch tie). If a player's gun is over our limit, it will not be allowed. FPS rates are taken by an average of no less than 3 shots. If a player is found to be playing with an unmarked and or previously unchecked gun they will be banned from all future Minnesota Airsoft Association events. No if's, and's, or but's.

Basic Outdoor Rates: 400 FPS w/ .2BB's.
Basic Indoor Rates: 350 FPS w/ .2BB's.
8MM Rules: See below
Sniper Rules: See below

4.5 FPS (Feet Per Second) RATES / VELOCITY LIMITS

The Minnesota Airsoft Association follows a strict FPS Limit policy for the safety of our players. These limits have been tested, approved by our Membership, and follow the National trend. It is the wish of the Minnesota Airsoft Association to avoid turning Airsoft into an "arms race", which finds players competing to upgrade their guns beyond safe limits just too out shoot their opponents.
- The Minnesota Airsoft Association has a maximum Outdoor skirmish acceptance rate of 350 FPS using .25 gram rounds for all sanctioned Outdoor events. This equates to 400 FPS using .20 gram rounds.
- The Minnesota Airsoft Association has a maximum Indoor skirmish acceptance rate of 300 FPS using .25 gram rounds for all sanctioned Indoor events. This equates to 350 FPS using .20 gram rounds.
- The Minnesota Airsoft Association will adopt the FPS Rates and Limitations of any field or location we skirmish at as long as it does not exceed our own.
- The Minnesota Airsoft Association Sniper rules are defined in Section 14.3.
- The Minnesota Airsoft Association is currently defining the rules for 8MM Airsoft weapons.

8mm Rules:

    1. Any Person using an airsoft weapon that utilizes 8mm BBs instead of 6mm BBs falls under these rules. Unless a new rule for 8mm BBs is specified, ALL 6mm rules apply to 8mm.
    2. The Minnesota Airsoft Association reserves the right to disallow any 8mm airsoft weapon for any reason.
    3. While chronoing, the Minnesota Airsoft Association reserves the right to chrono using their own BBs.
    4. While using "shotgun" type weapons, if the FPS will change depending on how many rounds are loaded (ex: the Maruzen Shotgun will fire harder with 1 BB loaded than with 3), the highest possible FPS will be chronoed (ex: You chrono with one round in the Maruzen example above).

FPS Limits:
All Full Auto and General Purpose Limits
(limited to the same joule power as 6mm)
Weight.........Indoor......Outdoor....Sniper
.27................300...........345..........475
.34................265...........305..........425
.45................235...........265..........370

Single Round Shotgun and other Bolt Action Limits:
These special rules are in place as the 8mm round disperses more energy over a greater surface area. Because of this, slightly higher FPS's are permitted for shotguns in Single-Shot mode, or other 8mm weapons that fire a single round. The player must make the game organizers aware that they would like to use these rules, and the game organizer must agree. The game organizer reserves the right to disallow these adjusted speeds.
Weight...........Shotgun Indoor......Shotgun Outdoor
.27.....................325.........................375
.34.....................290.........................335
.45.....................255.........................290

Minnesota Airsoft Association SNIPER RULES:
    1. Any person armed with a "Sniper Rifle" is considered a "Sniper." "Sniper Rifles" are defined by the Minnesota Airsoft Association as any Airsoft gun which exceeds 400 fps with .20g BBs. Sniper Rifles must meet the following criteria:
    - Use "standard" capacity magazines (no hicaps or midcaps). Hicap-style would include any winding mags. Typically Standard Mags have a maximum capacity of less than 100 rounds.
    - Manual action or semi-auto only - no full-auto capability.
    - Cannot exceed the equivalent energy of 570fps with .20g BBs (3 Joules). FPS and Joule measurement will be done with the BB-weight the sniper intends to use.
    - Used in an outdoor location that allows these rules to be in effect
    2. The use of metal or metal-coated BBs by snipers is not authorized. (Graphite is OK)
    3. Sniper Rifles are subject to chronoing and/or technical inspection (to include mechbox teardown and inspection by qualified personnel) at any time by Minnesota Airsoft Association Officials or Refs.
    4. Authorized Snipers are restricted to a 50 foot engagement limit. Authorized Snipers may be required to pass a range estimation test.
    5. Inside of 50 feet, Snipers may not engage a player in any manner (including a surrender) unless their Sniper Rifle has been set on safe and slung or grounded.
    6. Snipers must be over 18 and Minnesota Airsoft Association Members in good standing. Players from outside of Minnesota, who are not Minnesota Airsoft Association members, will be considered on a case-by-case basis.
    7. If the player's Sniper Rifle is on-safe and slung or grounded, the Sniper may engage with a sidearm or other airsoft gun which meets Minnesota Airsoft Association FPS limits.
    8. The Minnesota Airsoft Association standard ratio of Snipers to Refs is 2:1. The Minnesota Airsoft Association reserves the right to regulate or restrict the deployment of snipers in a game based on field size, scenario, available refs, and other discretionary criteria. Any Sniper must identify themselves as a Sniper before a game starts, and must get approval for each game to play under these rules.
    9. Minnesota Airsoft Association Sniper privileges may be revoked at any time for any reason.
    10. The Safety Officer, with concurrence from the Association President or Senior Minnesota Airsoft Association Officer on the scene, has the final word on any issues pertaining to Snipers.
    11. These rules do not pertain to any airsoft gun that shoots under 400fps with .20's.


GOGGLES:
The most important piece of Airsoft equipment. Without them, you don't play with us. The rules are pretty clear:
3.1
The Minnesota Airsoft Association requires eye protection that not only meets or exceeds ANSI Z 87.1 ratings but also is meant to be ballistic resistant. Shooting glasses/goggles, shop glasses, ski goggles, and Military Sun, Wind & Dust goggles (SWD) are not allowed.
Goggles should fit snuggly around the eyes and leave no visible gaps that a round may pass through.
The Minnesota Airsoft Association recommends any paintball rated goggle system, specifically the JT and V-Force line, and Tactical Goggles made by companies such as ESS, Bolle, Wiley and Oakley.
The Minnesota Airsoft Association reserves the right to inspect and allow or deny any eye protection we feel does not offer suitable protection to the user.

3.2
The Minnesota Airsoft Association requires full eye protection for all sanctioned games and events wherein discharging of Airsoft guns will occur. Full-face protection falls to the discretion of the player. We recommend goggles for outdoor play and require full-face protection for indoors.
The Minnesota Airsoft Association also recommends the use of a mouth guard in situations wherein only goggles are used.
The Minnesota Airsoft Association requires all players and observers to wear goggles at all times when on the game field regardless of game status. Goggles cannot be removed until back in the "No-Fire" zone or Staging Area.

Special consideration should be taken when choosing goggles. There is no one perfect brand or model. Each person has specific needs and sizing considerations. We recommend every player try on a pair of goggles they're interested in before you buy them. Some will just not fit right. If we see a player wearing goggles that are not suitable for that player (i.e. visible gaps) we will not allow them to be used. Keep in mind that's it also not all about the lenses. If the frame of a set of goggles is not sturdy, has holes, or is otherwise inappropriate it will not be allowed either. Think of the complete package.

Also make sure your goggles are at least ANSI Z 87.1 rated, not just ANSI rated. ANSI Z 87.1 is a ballistic rating, they are meant to protect the wearer from direct shots. There are other ANSI rating which just mean UV protection or chemical irritant resistant. Those are not acceptable. If you're goggles are not meant to protect you from an actual shot to the eyes, they are unacceptable and not allowed.

If a player comes to a game with a pair of goggles we have not seen, rated, or tested, we will require them to be tested before use. This test involves taking the goggles and shooting them a pointblank range several times. You'd be surprised how many confident people ended up with shattered goggles. If the player does not want us to administer said test, they are required to find an allowed set of goggles.

In the end, goggles protect your eyesand when finding the right pair of goggles all you should be asking yourself is...."how much are my eyes worth". Don't skimp. Find a good pair of goggles and be safe.

WALKING ON & OFF THE FIELD:

Entering the field of play:
    1. Put on and secure goggles.
    2. Enter the field of play.
    3. Remove barrel blocking device.
    4. Load gun.
    5. Turn off safety.
    6. Test fire as needed or prepare for the start of the game.
FIRING AT OTHER PLAYERS, INCLUDING YOUR OWN TEAMMATES OR FRIENDS, BEFORE OR AFTER THE GAME IS ACTIVE IS NOT ALLOWED. We know everyone is out to have fun, and we don't want to stifle that, but shooting someone who is not prepared for it or is unwarranted is just bad form and can cause tempers to flair.

Before you leave the field of play:
    1. Eject and stow magazine.
    2. Point your gun in a safe direction and take a couple shots to empty the "chamber".
    3. Turn your gun to safe.
    4. Affix barrel blocking device.
    5. Exit the field.
    6. THEN remove your goggles.

RULES OF ENGAGEMENT:
Most items quoted directly from the Minnesota Airsoft Association Charter as they are clear and concise.

4.1

The following is a list of Minnesota Airsoft Association skirmish standards. These rules will be in place for all Minnesota Airsoft Association sanctioned events.

1. Shots anywhere to the body, including gear, count as a hit.
2. Gun hits do not count.
3. No shots within a 10 feet radius unless in a Surrender situation, see Sec. 4, Para. 4.
4. Opposing players that unintentionally bump, crash, or otherwise meet by accident while searching for each other should both be considered out. This is to avoid point blank engagements or "panic fire".

The Minnesota Airsoft Association reserves the right to adopt, alter and or create game play rules and procedures not previously listed in this document in the event of Special Events.


4.2

Absolutely no aggressive physical contact is allowed. Minnesota Airsoft Association Members will settle disputes in a civilized manner whether it is with another Member or with a stranger. Fighting is grounds for expulsion from the Minnesota Airsoft Association.

The Minnesota Airsoft Association also expects players at it's events watch their language. We live in a different world now and vulgarity is a mainstay of popular culture. We discourage the use of excessive vulgarities but will tolerate some usage as long as it is in a playful and or familiar tone. We will not stand for swearing "AT" another person, regardless of the situation (i.e. in the heat of battle).

4.3 HIT RECOGNITION

The Minnesota Airsoft Association believes in playing with integrity and honor. That being the case, cheating will not be tolerated.

- When you are hit, call out "HIT", "DEADMAN", or any other suitably loud response so all players know you are out. If you get shot again, keep yelling that you are hit. Do not get upset. In the heat of battle accidents happen. There is no use in getting angry.

- Raise your arms above your head and the Minnesota Airsoft Association also requires the use of "Dead Rags". (Dead Rags will be available at all Minnesota Airsoft Association sanctioned events)

- Make your way off field or to the designated Regeneration Point as quickly as possible and try not to get in the middle of an active conflict.

- Players are not allowed to use "dead men", Referees, or spectators as shields.

- Players are not allowed to pretend they are dead to get eliminations. Walking with eliminated players in order to hide among them is not allowed.

- "Dead Men tell no Tales" If you are hit you are not allowed to give information to other "living" players. While off field or in your Regeneration Point discussion of intelligence is allowed but keep it brief. This includes radio communications.

- The Minnesota Airsoft Association expects its Members to police each other as well as any other players we may skirmish with. No one likes to be out of the game but without integrity....why play at all?

Minnesota Airsoft Association Members are expected to be respectful of other players and avoid shooting at soft tissue areas or taking deliberate headshots. Basically follow the golden rule, "Do unto others as you would have done to you". The Minnesota Airsoft Association realizes such hits are inevitable but Members should strive to aim and engage opponents with caution.


SURRENDER RULES:
What is a Surrender? Basically, you sneak around and catch an enemy player totally by surprise, he has NO IDEA you're even behind him. You're so close you could touch him. Instead of just lighting him up, shocking and possibly injuring him, you ask for a Surrender. In essence you're saying, "I could have shot you but I'm being respectful and giving you the chance to walk away". It's a courtesy thing as much as a safety issue.

The Minnesota Airsoft Association used to have a rule in which we allowed Surrender Calls to be optional but we found that most players, full of adrenaline, would disregard the niceties and just shoot people at close range. This caused it's fair amount of injuries (bloody welts) as well as bruised egos and hurt feelings. Players were actually starting to compete for close kills and in the end it was just too dangerous as not everyone wants to get shot close up.

The following are the rules of Surrender from the Minnesota Airsoft Association Charter. They are long but concise. Learning the Surrender Rule will take a little time as until you are in the situation, actually involved in it, they can be difficult to grasp. All in all what the Minnesota Airsoft Association wants if for players to respect their fellows and treat others as they would want to be treated.
4.4 SURRENDER

The Minnesota Airsoft Association does not allow players to engage targets within a 10-foot radius unless in a Surrender situation. The primary reason to make a Surrender call is to show respect for another player by giving them the opportunity to not get shot, and possibly hurt, when you have the obvious and uncontested advantage.

A call for Surrender can either be made in the event that a player is behind a target or if said target is unaware of the player's presence within the 10-foot "No-Shoot" radius. The Surrender rule is in place to avoid point blank engagements.

For a Surrender to be legitimate, the following conditions must be met between the player asking for the Surrender (Attacking Player) and the Defending Player.
    - The attacking player is in total control of the situation.
    - The attacking player has no real risk of being shot.
    - The defending player is either completely surprised by the attacking player or does not know that the attacking player is there.
    - The two players are less than 10' apart.
    - The attacking player is in a position where they could actually shoot the defending player.
Given proper conditions are met; a Surrender cannot be denied or refused. Surrendered players that do not honor valid Surrender calls will be ejected from the game and depending on the severity of their response (IE: refuse to Surrender and then shoot the Attacker within 10 feet), permanent banning from future events is possible.
    - Multiple players (such as players in a trench or bunker) can be surrendered, but only if the above conditions apply to every player being Surrendered.

    - It is the attacking player's responsibility to only attempt a Surrender under proper conditions. Failure to attempt a Surrender under proper conditions results in both the attacker and defender being eliminated.
Proper procedure for calling a Surrender:
    - The attacking player is to have their Airsoft gun properly shouldered & aimed, finger off the trigger, and call out "Surrender" loud enough for the opponent to hear.
    - The opponent is to respond immediately by calling out "I surrender", "out", "dead" or any other suitable response in a loud enough voice so that it can be heard.
    - Once a player Surrenders and calls themselves out, they may not be engaged.

    - Attempting a Surrender with a broken or empty gun is considered valid (though poor form). An unarmed player cannot call a Surrender.

    - Use of Plastic Training Knives is allowed and considered valid. Also called a "Knife Kill", all tactile Surrender Calls must be honored immediately. Use of sticks, branches, or any other make-shift weapons to call for a Surrender is not allowed and will result in the immediate elimination of the Attacking player.

    - Players are not allowed to throw objects to obtain a Surrender.

    - Players are not allowed to charge at others to obtain Surrenders.
Players who attempt to Surrender an opponent must realize they run the risk of being shot at close range. Despite how "cool" some players think Surrender calls are, they should not be what you are striving for in a game. The purpose of Surrender calls is to keep people from getting hurt.


EMERGENCY PROCEDURES:
The Minnesota Airsoft Association adopted the following rule from our friends in California (The Cimmerians taught it to us first).

4.6 BLINDMAN CALL

The Minnesota Airsoft Association has adopted this rule as our general Emergency Call. Whether it is an injury or game issue a Blindman Call signifies the halting of all play immediately, no exceptions. If you have an issue or injury and need to stop active play, yell "Blindman" as loud as you can and continue until another player, a game organizer or Minnesota Airsoft Association Officer has come to assist you. The Blindman Call should be echoed by all players and will continue until all players on the field have been notified.

Players not involved in the Blindman Call must safety their weapons, and await further instructions. Players are not allowed to take advantage of this break in the action to advance to a better position; rather they should stay exactly where they are. Also, players should not remove their masks or safety gear until notified. Think of it as a time-freeze.

When the Blindman Call has been resolved there will be a call of "All Clear" that all players should echo, followed by a time frame call announcing game start time (1 minute, 30 seconds, etc.) which should also be repeated by all players, then an actual whistle blow signifying game play has started.

Communication is key in these situations and should be taken seriously. This rule is in place for the safety of all players.


HONOR:
4.8 HONOR SYSTEM

Airsoft is a game of Honor and Sportsmanship. There is no paint; no defining marks for hits, just one player's word versus another and being that Airsoft rounds are relatively small it can be difficult sometimes to even feel a hit. Players tend to hear or see a hit more often than not, which means the opportunity to ignore hits and continue playing is always a possibility. Members of the Minnesota Airsoft Association will strive to exemplify fair play and always call their hits, regardless of circumstance. In situations where a player isn't sure, they should give their opponent the benefit of the doubt and simply call themselves out. Most of the games we play involve reincarnation, which means players will be back in the game in the matter of minutes.

Cheating will not be tolerated by Members of the Minnesota Airsoft Association, whether it is at a sanctioned event within Minnesota or while playing in other States.

It is also customary to acknowledge particularly good hits, just a simple "Nice Shot" call to the opposing player can make all the difference and you as a player stand out as a good sportsman.

Airsoft is an evolving activity. There is no National Organization, few US sponsors or retailers, and compared to paintball, very few players. The Minnesota Airsoft Association believes that if Airsoft is to grow and continue to be the game we enjoy so much, playing with honor is key.


We plan on adding more specific rules as time allows and as requested, but these are the basics. Those who have attended Minnesota Airsoft Association Games in the past should know or at least recognize these rules, maybe not specifically but in practice.

As stated many times before, the Minnesota Airsoft Association does have a lot of rules. It's one of the things we are known for nationally but it has never and will never be our intention to ruin player's fun. We don't have all these rules to be confusing or as a power trip, we have them so people will be safe and responsible.

If you have questions about any of the rules or would like clarification, please just post them below.
Last edited by THE ARCHANGEL on Mon Sep 03, 2007 1:50 pm, edited 1 time in total.
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Post by NotBatman » Wed Aug 22, 2007 10:30 am

Clarification Request:

THE ARCHANGEL wrote:OEM boxes are the bare minimum the MAA will allow.


A couple instances in the Transportation section mention that using the box the gun came in is acceptable (with some provisions). This still changes come September 1st, correct? Will this post be updated then since technically OEM boxes are currently considered valid?

Just wanting to clear-up any possible confusion...
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Post by THE ARCHANGEL » Wed Aug 22, 2007 1:05 pm

Yes, this post will be updated when changes occur. I wrote them as valid up to the current date. There's a lot of irons in the fire rules wise but I wanted to keep this post just the basic rules.

There is still some discussion over OEM boxes as some people, especially new people, may not have cases yet. Sending them away at their first game due to that seems harsh....but at the same time requires us to keep more in depth records at Open Sessions. That entails more work, and frankly that may not be what we want to do. So though the plan is still to stop allowing OEM boxes after September, we are still discussing it.
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Re: BASIC RULES OF MAA GAMES:

Post by thms » Mon Aug 18, 2008 6:27 pm

sry if this is not the right place for this post but:

Why do you have to be 18 or older for being a sniper in MAA games? Im 16 and i was thinking about buying a sniper, but not if i cant play in games...

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Re: BASIC RULES OF MAA GAMES:

Post by Viper » Mon Aug 18, 2008 7:10 pm

You'll notice that not only must you be 18+, but you must be an MAA member in good-standing. As a non-member, you wouldn't be eligible to be a sniper at an MAA game anyways.

Gabe or Erik can give the definitive answer, but it is my understanding that these requirements are in place to ensure that a "Sniper" plays responsibly, and can be trusted to abide by all of the sniper rules.

What were you thinking of getting? Most anything you buy new won't be 400+ fps, anyways. Most of the "sniper" guns you will see on the market are the TM VSR-10, UTG BAR, etc, which don't shoot over 400 without very heavy modification.
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Re: BASIC RULES OF MAA GAMES:

Post by thms » Mon Aug 18, 2008 7:18 pm

ty for the info, 400fps with what gram bb? there is a mk96 that can shoot 465fps with a .2g bb.

Also, does that mean that if i purchased a "Sniper rifle" that was under 400 fps it would be alrite to play with, or do you still have to be a MAA member?

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Re: BASIC RULES OF MAA GAMES:

Post by Trippy » Mon Aug 18, 2008 7:26 pm

All FPS rules are done with .2 BBs. Under the MAA Charter, a sniper riffle shoots over 400 fps. If a single shot riffle shoots under 400 fps, it isn't classified as a sniper riffle and may be used by anyone.
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Re: BASIC RULES OF MAA GAMES:

Post by thms » Mon Aug 18, 2008 7:30 pm

ok, thank you very much :)

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Re: BASIC RULES OF MAA GAMES:

Post by thetaco » Thu Sep 18, 2008 9:02 pm

6. Snipers must be over 18 and MAA Members in good standing. Players from outside of Minnesota, who are not MAA members, will be considered on a case-by-case basis.

Im 17! does this mean i cant use my sniper rifle at the open game on saturday? of course it means i cant, but are there any ways possible that would allow me to use it?
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Re: BASIC RULES OF MAA GAMES:

Post by Bunny » Thu Sep 18, 2008 9:35 pm

thetaco wrote:Im 17! does this mean i cant use my sniper rifle at the open game on saturday? of course it means i cant, but are there any ways possible that would allow me to use it?
You're also not an MAA member.

However, no matter how your gun works, if it is not shooting over 400 fps then you can use it. The MAA rules define a sniper weapon only by fps and no other attribute.

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Re: BASIC RULES OF MAA GAMES:

Post by thetaco » Fri Sep 19, 2008 10:32 pm

may i bring it just to get it chrono'ed?
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Re: BASIC RULES OF MAA GAMES:

Post by Sharpshot » Fri Sep 19, 2008 11:11 pm

theres no rule against bringing one lol. Bring it to the game, chrono it, and if it fires below 400fps, your home free, if not, just stick with your sig

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Re: BASIC RULES OF MAA GAMES:

Post by jsutton414 » Sat Feb 28, 2009 2:12 am

I didn't see anything about rules for grenades. Can anyone fill me in? (Frag and smoke grenades)

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Re: BASIC RULES OF MAA GAMES:

Post by THE ARCHANGEL » Sat Feb 28, 2009 8:49 am

Sure....

Smoke Grenades
are by event and we prefer cold burning. When you show up to an MAA game just ask one of our referees or check in people if it is alright to use smoke. We will inspect the smoke device you want to use then verify it is allowed that day at the field we are playing at and announce it at the safety briefing.

Frag Type Grenades ( PMI, Tornado, TG6, Mad Bull) are generally not used at outdoor events so we haven't had a need to right formal rules. Our basic rules: similar to using smoke grenades, let an MAA referee or Officer know you have a grenade/s you want to use. We will inspect them, then announce whether or not they will be allowed. We do not allow homemade grenades (using fireworks which is illegal), mock devices (requiring a player to "know" he's been hit), or liquid based paintball grenades (messy and generally frowned upon in Airsoft). For an elimination, the grenades contents (BB's) must actually hit a player....none of the "everyone within 10 feet of the grenade is dead" scenarios. We also encourage players who are about to use grenades to notify a referee so they can get into position to watch the detonation. This is not always practical but helps when there are disputes. As already mentioned, for the most part we have not seen grenades used effectively in outdoor games in the last 9 years....mostly because the products available have not been very good. That said, as of last year and the advent of the Tornado grenades that has changed. We have seen these in action and though their preferred use should still be indoors (or on hard ground fields) we expect they could be used with some success. The fact that they are appx. $100 a piece thought makes them cost prohibitive for most players.

M203 Shower Grenades are allowed at MAA games but engagement distances are the same as with a standard AEG. Basically we don't want people running in point blank and buster bunking.

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Re: BASIC RULES OF MAA GAMES:

Post by jsutton414 » Thu Mar 05, 2009 2:55 am

THE ARCHANGEL wrote:RULES THE MAA PLAYS BY: THE BASICS


GOGGLES:
The most important piece of Airsoft equipment. Without them, you don?t play with us. The rules are pretty clear:
3.1
The Minnesota Airsoft Association? requires eye protection that not only meets or exceeds ANSI Z 87.1 ratings but also is meant to be ballistic resistant. Shooting glasses/goggles, shop glasses, ski goggles, and Military Sun, Wind & Dust goggles (SWD) are not allowed.
Goggles should fit snuggly around the eyes and leave no visible gaps that a round may pass through.
The Minnesota Airsoft Association? recommends any paintball rated goggle system, specifically the JT? and V-Force? line, and Tactical Goggles made by companies such as ESS?, Bolle?, Wiley? and Oakley?.
The Minnesota Airsoft Association? reserves the right to inspect and allow or deny any eye protection we feel does not offer suitable protection to the user.
So does it HAVE to be goggles? I found some tactical glasses that are ANSI Z87.1 certified and have "climate control" foam padding that leaves no visible gaps around the eyes. I was just wondering if MAA feels that they do "not offer suitable protection to the user." I've included some links. The second link are goggles but I still wanted an opinion on them.

Thanks,
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http://www.wileyx.com/EcommSuite/Produc ... emCode=699

http://www.airsoftgi.com/product_info.p ... ts_id=3268

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Re: BASIC RULES OF MAA GAMES:

Post by Viper » Thu Mar 05, 2009 7:28 am

jsutton414 wrote:So does it HAVE to be goggles?
Yes. With glasses there is the chance that they will fall off -- looking down, if you trip, etc. etc. It's got to be full seal goggles with a retaining strap.
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Re: BASIC RULES OF MAA GAMES:

Post by Digital » Thu Mar 05, 2009 9:13 am

The ones that you linked to on wileyx would not work where as the ones on airsoft GI would be perfectly fine. to use.
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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by Tank » Thu Mar 05, 2009 11:48 am

Actually, the Wileys would be fine if used with a strap instead of the canes.
That said, they are pretty prone to fogging.
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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by ty2610 » Thu Apr 02, 2009 7:33 pm

Wait so sense i am not 18 i cant be a sniper?
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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by ISAAC » Thu Apr 02, 2009 7:51 pm

If it is shooting over 400 FPS then correct you can not use it.
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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by THE ARCHANGEL » Thu Apr 02, 2009 8:12 pm

ty2610 wrote:Wait so sense i am not 18 i cant be a sniper?
Please read this topic:
viewtopic.php?f=9&t=15632

If you still have questions, feel free to post them in that topic.
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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by insane mercc » Fri Apr 03, 2009 11:08 pm

So if I were to show up to a bigger game/OP with a rifle that shoots under 400FPS but i still wanted to use my ghillie with my gun. Could I still be deployed as a sniper, with my spotter, on the field? And if im 15?
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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by Viper » Fri Apr 03, 2009 11:25 pm

Ops are going to have their own rules, so you'd have to ask the game organizers. As for MAA games, it's not complicated; if your gun shoots under 400 fps, you can use it however you want, as long as you don't break safety rules. If you want to act as a "sniper" and have a "spotter", go for it. It probably won't be very effective, but you can do it. It doesn't matter if the gun looks like a sniper rifle, looks like a submachine gun, looks like an LMG, whatever... all that matters is the velocity (more specifically, the energy) of the BB.

If you want to field a gun that shoots over 400fps, you have to be an MAA member in good-standing, be 18+, and be approved by the refs. Since you're none of those things, you will not be able to shoot a gun over 400fps, the fps limit.
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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by Mr Awsome » Mon Apr 13, 2009 7:23 pm

Are there any rules about having guns that shoot just full auto? At this time, a broken piece in my gun allows it to only shoot full auto (safety still works). The thought of it being an issue first popped in my head when I thought about chronoing the gun.

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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by K9Troop » Mon Apr 13, 2009 7:28 pm

Mr Awsome wrote:Are there any rules about having guns that shoot just full auto? At this time, a broken piece in my gun allows it to only shoot full auto (safety still works). The thought of it being an issue first popped in my head when I thought about chronoing the gun.
MS40 has a requirement to switch to semi upon entering a building. Other OP's that have CQB/Interior fighting will require a switch to semi auto as well. In general at outdoor fields, there isn't a "semi only" requirement.
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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by thetaco » Fri Jul 03, 2009 12:12 am

Heres one for ya. im 18. I thought i read somewhere that 18 and older do not have to wear full face. is that correct?
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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by Shady-Cadence » Fri Jul 03, 2009 6:14 am

thetaco wrote:Heres one for ya. im 18. I thought i read somewhere that 18 and older do not have to wear full face. is that correct?
Correct. 18+ only have to wear full-seal ANSI rated eye protection. That being said, I've seen BB's embedded in skin. Fishsquatch popped one out of his cheek like a zit. :shock: Use your best judgment.
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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by thetaco » Fri Jul 03, 2009 12:34 pm

Oh, dont worry, i still plan on using my mask. Its just that the darned thing gets in the way when i try to sight on my sig. I cant look through the darned iron sights. haha
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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by Timmmaaa7 » Sat Jul 25, 2009 5:26 pm

I understand that if your under 18, you are required to wear full face protection, but would I be allowed to wear those stretching nylon headcovers that covers your whole head except the eyes with ANSI Z 87.1 rated goggles if im 16 years old?

I have a paintball mask, but when I wear it, I cannot see down my sights to aim because the mask gets in the way. This is why I was wondering if I could do the setup above since that would cover my whole head.

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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by Trippy » Sat Jul 25, 2009 8:42 pm

Full-face paintball style mask only, for those under 18.
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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by Comrade_Moscow » Sun Jul 26, 2009 1:23 pm

Are good quality barrel-blockers sold at MAA games?

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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by THE ARCHANGEL » Sun Jul 26, 2009 3:00 pm

Comrade_Moscow wrote:Are good quality barrel-blockers sold at MAA games?
The last batch we got are GREAT. They're blaze orange, sturdy, and HUGE so they can fit over silencers and front sites. Not the most tactical thing I'll grant you, but great for a barrel blocker.
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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by Comrade_Moscow » Sun Jul 26, 2009 9:01 pm

Cool thanks!

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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by Rabidawex » Wed Aug 05, 2009 9:47 am

What are the MAA rules concerning lasers?
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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by Erik » Wed Aug 05, 2009 10:27 am

Rabidawex wrote:What are the MAA rules concerning lasers?
Lasers are allowed at our games. It should be obvious, but in case it's not, targeting someone's eyes with a laser is strictly forbidden. You are liable for any issues which arise from your use of a laser, either intentionally or unintentionally.

You will find that lasers are almost completely useless in outdoor daytime games, which is the majority of what we play.
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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by Rabidawex » Wed Aug 05, 2009 11:58 am

Erik wrote: Lasers are allowed at our games. It should be obvious, but in case it's not, targeting someone's eyes with a laser is strictly forbidden. You are liable for any issues which arise from your use of a laser, either intentionally or unintentionally.

When you say "targeting someone's eyes", you are talking about holding the beam directly on someones face/mask, right?

If the beam flashes across someones face by accident, is that somewhat acceptable if it does not happen too regularly?
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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by Bunny » Wed Aug 05, 2009 1:25 pm

Being someone who may be on the receiving end of a possible laser flash in the face, I would still not be too happy if it were accident. I don't enjoy airsofting enough to risk my eyesight.

Lasers really are not that useful, I really don't get why people even like to use them.

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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by Rabidawex » Wed Aug 05, 2009 4:42 pm

Bunny wrote:Being someone who may be on the receiving end of a possible laser flash in the face, I would still not be too happy if it were accident. I don't enjoy airsofting enough to risk my eyesight.

Clark

Alright, guess I'll aim low.
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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by b.lee.swagger » Thu Feb 25, 2010 5:54 pm

So, do guns have to have a working saftey?
...Before you leave the field of play:

1. Eject and stow magazine.
2. Point your gun in a safe direction and take a couple shots to empty the "chamber".
3. Turn your gun to safe.
4. Affix barrel blocking device.
5. Exit the field.
6. THEN remove your goggles...
Looks like yes.
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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by THE ARCHANGEL » Fri Feb 26, 2010 9:27 am

b.lee.swagger wrote:So, do guns have to have a working safety?.
Common sense would dictate yes but as that seems to be a questionable trait these days let me clarify....Airsoft players that wish to play with the MAA are expected and required to have properly functioning Airsoft equipment. It comes down to this. If you discharge your weapon in the staging area or safe zones, whether it be accidental or purposeful, you will be ejected from the game. If this discharge is because you don't have a properly functioning Airsoft gun, it just compounds your negligence. Safety is key in Airsoft. Depending on the severity of the situation and the level of negligence, permanent banning may be in order.
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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by LieutenantIDan » Sun Oct 03, 2010 2:42 pm

So... What are rules for bayonets?
Do bayonet "kills" count as a surrender, or a kill, or what?
Sorry if I shouldn't post in here, I'm just wondering.
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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by Trippy » Sun Oct 03, 2010 3:43 pm

Bayonets as in affixed to your gun? You wouldn't end up in that situation. You would either surrender them, knife kill them, or if they you come upon them unexpectedly and you both react at the same time you would parlay. In almost all airsoft games, a surrender and a kill count as the same thing: The surrendered/killed go back and respawn, or may be taken prisoner if applicable.
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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by THE ARCHANGEL » Sun Oct 03, 2010 4:30 pm

LieutenantIDan wrote:So... What are rules for bayonets?
Do bayonet "kills" count as a surrender, or a kill, or what?
Sorry if I shouldn't post in here, I'm just wondering.
And if it wasn't obvious you are not allowed to "stab" someone with a bayonet. I would want to see this bayonet before I'd let you play with it any way.
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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by Bunny » Sun Oct 03, 2010 6:37 pm

LieutenantIDan wrote:So... What are rules for bayonets?
I would highly discourage you from trying to use an affixed bayonet. The reason being, even if you have a safe bendy rubber one, once you go to strike someone with it you are pointing the muzzle of your gun at them at very close range. If you were to suddenly be startled, trip, or for any other reason pull your trigger you would end up shooting that person at near point-blank range. Ouch.

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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by LieutenantIDan » Sun Oct 03, 2010 8:12 pm

Bunny wrote:
LieutenantIDan wrote:So... What are rules for bayonets?
I would highly discourage you from trying to use an affixed bayonet. The reason being, even if you have a safe bendy rubber one, once you go to strike someone with it you are pointing the muzzle of your gun at them at very close range. If you were to suddenly be startled, trip, or for any other reason pull your trigger you would end up shooting that person at near point-blank range. Ouch.

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That's why one adopts a good trigger discipline.
People should have, and be performing TD regardless.
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Re: BASIC RULES OF MAA GAMES: UPDATED 3/5/09

Post by Bunny » Sun Oct 03, 2010 9:08 pm

LieutenantIDan wrote:That's why one adopts a good trigger discipline.
People should have, and be performing TD regardless.
I agree - but that's not the point. I'm not going to just trust the person coming at me with a bayonet to be practicing good trigger control.

The point is, you don't point your gun at anything you don't intend to shoot, and if you're within 10 feet of someone you should not be pointing a gun at them.

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