AS2K+1

Date:  June 22-24, 2001
Location: Two Chicks Paintball ~ Colorado/ Wyoming Border
AO Intel:  160 Acres
Hosted By: Vance

AS2K+1 Airsoft Event

Soviet Side at Airsoft 2001 aka AS2K+1

Interesting Information

Read the rules from AS2K+1

The following are the basic rules mandatory to be followed for those playing in AIRSOFT 2001.

Age Requirements: At this time anyone over the age of 12 is welcome to play. Those players under the age of 18 are required to have parental consent. Additionally anyone under 18 may be given special assignments that might not engage them in as direct of combat, or keep them highly scrutinized.

Eye Protection: Eye protection MUST be worn at all times within the “field of play” and should remain on at all times until you are in the non-play zone. Paintball goggles are the minimum eye protection required. We recommend Tactical Goggles from Bolle or other MFGs if you can afford it because they provide better impact resistance. Face masks (full paintball masks, balacava) are optional depending on what you prefer, but are not required. There will be no “open space” between the face and lens – meaning the goggle or mask must be “full seal.” Goggles must be checked at registration and Judges and Referees have final authority for acceptable eye protection. It is recommended you do not bring items like Motorcycle goggles, swim goggles, that sort of thing, because they will likely not be allowed for lack of impact resistance. If anything, run to WalMart or your local surplus store and pick up a cheap Paintball mask, or a pair of Tank Driver’s sealed goggles.

Velocity Limits: Alway a heated topic for debate on what’s legitimate and what’s safe. Maximum velocity will be determined and finalized at least one month before the game so as it is not a surprise to anyone, however here is our current guideline we’re looking at employing:
The gun’s velocity will be measured at the muzzle. You will be required to be in compliance to these limits before you are given your credentials to play and your assignment to your team. This requirement means you must chronograph EVERY gun you intend or might possibly use during the course of the game BEFORE the game begins.

- AEGs (any battery powered type with full-auto capacity) will be 400fps (+/- an acceptable limit) w/.20 gram bb’s.
- Sniper Rifles (bolt action, spring, or single fire type guns) will be 500fps (+/- an acceptable limit) w/ .20 gram bb’s.
- Gas Blowback Guns (pistols, SMGs, etc. powered by a gas) will be 425fps (+/- an acceptable limit) w/.20 gram bb’s.

To ensure you will not have a weapon disqualified and temporarily confiscated during the game you should be sure all of your guns are below these limits before you come to the game rather than trying to modify before the scenario begins. We also recommend that you take into account the thinner air here in the altitude of Colorado. Typically that translates into your velocities being a bit higher than at sea level or closer to sea level. As we mentioned, there is a little room for discrepancy, but we will not be permitting a variance of say 20fps. 5, maybe 10, but not much more.
Velocity (continued)…
If you have a special weapon or circumstance that puts your gun out of what is set as the final and absolute velocity limit, but you still want to play, please contact the organizers of Airsoft 2001 and give a detailed defense of why you should be allowed to play using an out-of-compliance weapon. It will be reviewed by all the staff involved in the organization of the game, and put to a vote. If approved the gun must be presented with a copy of the e-mail request and approval, and the gun will be authorized for use in the game play with any rules or stipulations required on approval.

For example: You have a very customized sniper rifle that shoots at 550 fps using a .20 gram BB. Out of compliance you make a plea. Organizers grant your plea to use the gun, but on the condition that you are assigned an opposite team member who will be your spotter. Instead of spotting for targets he will ensure you only have 1 BB in the gun’s clip at any one time, forcing you to manually feed for all intensive purposes, each round. If he is hit, you are both dead. You and he die together no matter what. He is non-combatant and will not support you in a firefight. Now, if you agree to that, you are permitted to play using that gun.

Additional rules regarding Snipering:
THERE WILL BE FREELANCE SNIPERS – BUT – only for those who’s specific orders designate it. This means that those assigned to be snipers, except those who fit in a scenario similar to the one described above, will be assigned a “spotter.” This person will be a combatant assigned to support the sniper, and technically to ensure they do not violate velocity rules. That rule being that guns which fall in the sniper velocity range that have select fire mode (single or full auto) will be permitted to be snipers on two conditions: they are not using High Capacity clips, standard only; and that they NEVER fire at any rate higher than single fire. The spotter is responsible for any combat that might require the protection of the sniper and therefore involve full automatic fire.

The Non-Play Zone
There will be a designated area where game play will be absolutely forbidden. This will be the area where vendors will operate from, where you will be able to work on your guns, have food, plan tactics outside of play area if you feel necessary, take a break, whatever.

This zone will be offset from the rest of the play area as much as possible, however there should be absolutely no shooting, even out of frustration, to empty your clip, whatever, inside a 25 foot area of the Non-Play Zone. This is done out of respect for others and for the safety of all playing.

Explosives and Smoke Generating Props
UNDER NO CIRCUMSTANCES will any explosive devices of any kind be allowed during the course of this game unless they are planted or used by the organizers or referees of the game for plot purposes.

Smoke Generating props (grenades, marker smoke, etc.) will be reviewed as we get closer to the game date. The primary concern with the use of these devices is the location where the game will be played. If outdoors, weather conditions may be too dry for their use and the fire risk too high. If indoors, we’ll need to be sure of the same type of fire danger, and ensure they will not set off fire alarms or sprinkler systems. Either way, if smoke devices are allowed in the game, a vendor will be at the game to provide them for sale. No devices brought in from players will be permitted during the game.

In the event there is no vendor scheduled to be at the game but smoke devices are allowed (we will post that information here) the requirement will be without question: “Cold Burning” smoke devices – these are easily qualified by sellers of them as such because they do not exceed an external “touch” temp which could start a fire; and they must be in COLORED SMOKE ONLY – meaning no black and no white. Red, Green, Blue, Pink, Orange, whatever, but absolutely no white or black as we do not want Fire Marshalls storming the game thinking there is a fire.

Barrel “Plugs”
We recommend the use of some sort of barrel “plugs” when you are not in game play for any reason… ESPECIALLY in the non-play zone. This “plug” should fit tightly over or in the barrel and block any BBs from shooting out if the trigger is accidently depressed or the gun misfires. We understand that these plugs may not be readily available or plausible especially if you have a Tracer unit or something on your gun. If you do not have a blocker, or one will not work, you will be required to remove your clip from your gun in the non-play zone or if this is not plausible (like with an M60 which doesn’t have a clip), remove the battery from the gun rendering it inoperable.

(These following two rules apply to both Pre-game knowledge and gametime rules so they are printed both here and there)
NightVision Systems and NightVision Scopes
Nightvision is beginning to become affordable, so it is being integrated more and more into the game of Airsoft simulations. Since part of this game will be played at night, it is logical to assume that people will be utilizing the modern technology available to them. NightVision systems are sensative to light, and for that reason a rule must be established to help protect those with NightVision systems from finding their equipment destroyed.

The rule basically is that if NV is in use during the game (a check will be made at the evening briefing) then flashlights, of any kind, will be banned from use during the evening game. If only one side has NV, and the others do not, then NV may be forbidden entirely, or a temporary reassigment may be given to those with NV to balance the game out to where sides are made equal in the equipment. If the NV is banned for use by the judges, then flashlights will be permitted for the game.

Such items as the green “glow-sticks” and tracer units by all means are always permitted as they do not generate enough light to damage NV systems.

FRS & Comm Systems
The use of FRS (Family Radio Systems) has become very widespread in Airsoft games. FRS’ will be in use for this scenario game as well, and is actively encouraged all playing the game so they can keep in contact with their squad, command structure, and referees and Judges.

Based on the 14 channel 38 subchannel FRS’ available if you are a Judge (see Gametime Rules Page for details on “Judges”) or wish to be a referees or part of the Command Staff (aka an officer commanding troops) you will be EXPECTED to be bringing one of these radios for use during the game. Based on that, and the likelyhood that there will be more radios in the field than just the Judges, Refs, and Command Staff members, there are a few rules that need to be established.

For this game there will be specific channel and subchannel combinations for: Judges and Referees, Opposing Forces Command Staff, Opposing Forces SpecOps, Opposing Forces Infantry, etc. etc. etc. Basically each opposing force will be assigned a set of several channel/subchannel combinations. The enemy forces will NOT BE PERMITTED to know those frequencies, NOR WILL SCANNING be permitted during the game to listen in on enemy transmissions.

With regard to the Judge/Referee channel – this should be used only to contact one of these groups for intervention calls or requests for clarification, or for requests for medical attention. If you have a question about time, scores, breaks, goals for your squad, etc. etc. etc. there will be a channel for information requests available for each force. Most of those questions should be directed to your command structure anyway, not the overseeing staff.

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