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Airsoft

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Airsoft is a military simulation sport somewhat similar in nature to paintball, in which players participate in mock combat with military-style mock weapons and tactics. Unlike paintball, which uses paint-balls as projectiles, Airsoft guns usually use 6 mm spherical pellets typically made of solid plastic. What must be remembered about Airsoft is that the lack of any appreciatable mass makes it a far more safe sport over paintball. While we may shoot at fairly extreme speeds, the lack of mass allows for little likelyhood for impact injury as long as the eyes and/or face are protected.

The sport is extremely popular in eastern Asia, in Japan, Taiwan, and Hong Kong, where real arms are difficult or impossible to obtain because of local laws. For this reason the vast majority of airsoft guns, accessories, and aftermarket upgrade parts are made in Japan, Taiwan, Hong Kong, and Korea. Airsoft has been since made illegal in most parts of Mainland China (the Hong Kong SAR being apparently excepted). There is currently a growing interest in the West again, especially in the United States, Great Britain, Germany, Spain, Italy, and Denmark, bolstered by an active and expanding Internet scene.

Table of contents

Airsoft

Early history

Airsoft began in Japan during the mid-1970s where real guns are prohibited by Japanese law. It can trace it roots to 1:1 scale plastic model kits of popular real firearms. From that point on it went into three separate directions; air-driven pellet guns, cap-type guns, and pellets driven by a spring.

The guns which had bullets driven by a spring had a spring in each shell. The bullet was forced into the shell and held by a two small locks. Placing the loaded cartridge into the chamber, and firing the gun, would force the cartridge forward and releasing the locks on the bullet. The spring would propel the bullet forward. Pulling back the slide would cycle the next cartridge. The drawback with this design was that this bullet would have a maximum range of 20 feet (6 m).

The cap-type guns used a powerful explosive cap to make the noise of the gun and in later versions, to actually eject the spent cartridge from the gun. More sophisticated versions included the MAC-11, and CAR15 with a fully loaded magazine, can fire fully automatic. These guns were good alternate movie-prop guns. But since these guns did only cycle the action and make a bang, the popularity of these cap-type guns never really caught on because no projectile was fired from it.

Early Japanese air-driven pellet guns had a soft plastic bullet shaped like a pointed mushroom, which was then inserted into a hollow cylindrical plastic shell, which approximated the size of a real gun cartridge and had the look of one. These guns were based from semi-auto pistols, and the plastic cartridges were loaded into a magazine which was then inserted into the gun. The number of cartridges loaded into the magazine would be similar to a real firearm magazine. The gun was spring-powered normally by pushing the slide forward to strip the cartridge off of the magazine, loading it into the chamber to fire, and simutaneously cocking back the spring air piston. Pulling the trigger of the gun released the spring piston, the air went through the rear of the hollow cartridge and expelled the plastic pellet through the barrel. By continuing pulling back the trigger, the locking mechanism for the slide would release, the slide moving rearward and the empty plastic shell would be ejected. By repeating this process, another pellet can be fired until the magazine was empty.

Unfortunately, this process had some drawbacks. The shells were easy to lose, and the pellets were few and expensive. The next evolutionary design step was to replace the plastic bullet with a round BB (pellet). The shell was kept and the BB was inserted into the shell to make a cartridge. A rubber O-ring in the lip of the hollow shell held the BB in place. BBs were plentiful and easier to manufacture compared to the plastic pellet. Eventually, the plastic shell was removed from the design to evolve into the airsoft guns we know of today.

Airsoft in American culture began with several abortive attempts in the 1980s by the Daisy BB gun company of the USA to market a BB gun that could be safely shot by opposing players at each other. It was known then as "Replisoft" and "soft air," a name which airsoft is still sometimes known by. These spring guns used the plastic shell and BB design. The products did not prove popular in the U.S. market. However the sport continued to prosper in Asia and gained significant popularity. Most modern airsoft technology developments were created in 20 years of expanding interest in Japan.

Growth in the West

Starting with early 2003, Daisy has once again begun marketing airsoft guns for sale in the US, under their "Powerstrike" brand name. This and other models have begun appearing en mass in major brick and mortar distributors, expanding what in the US was traditionally a generally Internet based operation. US-based manufacturers of tactical gear and equipment have also begun to recognize the sport, some marketing products specifically for use in airsoft. On the Internet, the online auction site eBay has noticed airsoft as well, and has created several categories specifically for the thousands of listings of airsoft gear and guns. Popularity in the UK has grown with similar measures.

Airsoft Guns

The guns used in airsoft are typically replicas of real firearms. Airsoft guns can be divided into three groups by what powers them: spring powered, electric powered, and gas-powered.

Spring Powered

Spring-powered airsoft guns (often called "springers" or "spring guns") are single-shot devices that use potential energy stored in a spring to launch an airsoft pellet down the barrel of the gun. The user must cock a spring gun prior to each shot much like you would a real shotgun or bolt-action rifle. This is typically achieved by pulling back the slide (pistols) or bolt (rifles), which in turn compresses the spring and makes the gun ready to fire. Because of this these guns are incapable of automatic or semi-automatic fire.

While most electric guns also use springs for this they are not considered to be in the same category as the single-shot spring-powered guns. Low-end spring guns tend to be much cheaper than their electric-powered equivalents due to their simplicity and cost of components (spring assembly vs. spring assembly, electric motor, battery, and battery charger) and thus are widely available. These guns are less suited for competition because they are at a disadvantage against automatic guns in close combat and don't provide enough accuracy and power for long-range uses. Higher-end spring-powered airsoft rifles can be quite expensive; these guns are typically suited for "sniper" applications in airsoft matches and can provide competitive muzzle velocities.

Gas Powered

Gas-powered airsoft guns use pressurized gas to propel pellets. These guns are capable of automatic and semi-automatic operation. The most common gas used is propane (usually referred to as "green gas" by airsoft players). Less commonly used gases include CO2 and nitrogen.

Gas power tends to be used in airsoft pistols where size constraints make electric-powered mechanisms impractical. Other instances where gas is favored are where adjustable velocities are required or where a blow-back feature is desired. A blow-back feature is a mechanism which cycles a slide or bolt to better simulate a real firearm's operation. Because of the mechanical complexities involved with distributing and regulating gas these guns have largely given way to electric guns for less specialized applications.

Electric Powered

Tokyo Marui MP5-SD5 AEG

Electric-powered airsoft guns typically use a bank of rechargeable batteries to drive an electric motor, which cycles an internal piston/spring assembly in order to launch pellets. Automatic and semi-automatic operation is possible which gives these guns the popular name "automatic electric guns" or AEG's. These guns often attain muzzle velocities of 200–300 feet per second and fire rates of 300–700 rounds per minute and are by far the most common and widely available airsoft guns in serious competition use today.

These guns were originally developed in Japan, and the Japanese model giant Tokyo Marui dominates the market today with many quality models. In a Marui AEG, the motor drives a series of 3 gears mounted inside a gearbox. The gears then compress a piston assemble against a spring. Once the piston is released, the spring drives it forward through the cylinder to push a pellet into the chamber, through the barrel, and forward from the muzzle. Many manufacturers have now more or less replicated this basic model, adding reinforced parts or minor improvements.

Components

The various internal components of airsoft guns can usually be replaced or upgraded. The following is a short list of commonly referred to parts. Not all of these parts apply to all airsoft types (spring-powered guns don't use batteries, for example).

  • Barrel – Serves the same purpose as in real firearms: guides the pellet and also maintains gas pressure behind it.
  • Battery – Powers the motor that moves the spring assembly. These are typically NiCad rechargeable batteries but may also be NiMH.
  • Gearbox – A gear assembly that transfers the electric motor's drive to the spring assembly.
  • Hop-up – A small detente that applies a backspin to the pellets to improve ballistics.
  • Electric motor – Used to provide energy to cock the springs in AEG's.
  • Nozzle – A plastic or metal piece that connects the barrel to the air piston.
  • Spring – Spring and electric guns both use springs to propel the pellets. The stronger the springs generally the more powerful the gun will be.

Airsoft Pellets

Some 6mm plastic airsoft pellets

Airsoft pellets (often referred to as "BB's", short for "ball bearing" or "big ball" in reference to smaller shotgun shot) are typically made of plastic and are almost always 6mm spheres. Pellets of a given size come in different weights ranging from 0.12g to 0.43g. In addition to standard plastic pellets, starch-based biodegradable, metal coated, graphite coated (often used by snipers), and steel pellets are also available. Pellets other than 6mm, 0.12g, 0.20g, or 0.25g plastic or biodegradable pellets are not commonly used.

Glow-in-the-dark tracer pellets are also used in conjunction with a special device that charges the pellets up prior to firing so that they are luminescent in flight for use during nocturnal operations.

There have also been guns made which shoot aspherical pellets. The best known of these is the Asahi "Blade Bullet", which are now extremely difficult to find and quite expensive to buy. These were designed to be shot from the short-lived Asahi M700 and M40 premium grade rifles, which were produced in 1993. Compatibility with other airsoft guns is highly limited, especially due to their inability to be used with hop-up features.

Paint pellets are available but are incompatable with guns with hop-up features as the hop-up will break the pellet in the gun. Paint is very unpopular with airsofters because it tends to stain gear and clothes.

Pellet weights and their usage

  • 0.12g – Used by some gas and spring weapons. High velocity and low stability.
  • 0.15g – Same uses as 0.12 g.
  • 0.20g – Standard weight for most weapons. AEG's uses these or slightly heavier pellets.
  • 0.22g – Western Arms pellets for their gas blowback pistol series. Uncommon.
  • 0.23g – Heavier pellets for AEG's.
  • 0.25g – Heaviest weight for standard AEG's, blowback and spring guns.
  • 0.29g – Maruzen’s pellets for their APS series. Uncommon.
  • 0.30g – Standard weight for most sniper rifles.
  • 0.36g – Heavier pellets for sniper rifles. Very slow but high stability.
  • 0.43g – For the highest level of upgrades in spring and gas sniper rifles.

Pellet Ballistics

Pellet velocity vs. energy vs. weight

The pellet velocity of automatic electric guns is determined in large part by the tension of their main spring and so there tends to be a stratification of values. The most common airsoft velocity limits are between 300 to 400 ft/s (90 to 120 m/s) for AEGs and 400 to 500 ft/s (120 to 150 m/s) for single shot guns (sniper rifles). Here are some common levels of airsoft gun pellet velocity.

Unit equivalents

Pellet velocity 76 84 85 91 100 107 115 122 137 152 168 (m/s)
250 275 280 300 328 350 377 400 450 500 550 (ft/s)
Weight
0,12 g 0,35 0,42 0,44 0,50 0,60 0,68 0,79 0,89 1,13 1,39 1,69
0,15 g 0,44 0,53 0,55 0,63 0,75 0,85 0,99 1,11 1,41 1,74 2,11
0,20 g 0,58 0,70 0,73 0,84 1,00 1,14 1,32 1,49 1,88 2,32 2,81
0,23 g 0,67 0,81 0,84 0,96 1,15 1,31 1,52 1,71 2,16 2,67 3,23 Energy
0,25 g 0,73 0,88 0,91 1,05 1,25 1,42 1,65 1,86 2,35 2,90 3,51

(joules)

0,30 g 0,87 1,05 1,09 1,25 1,50 1,71 1,98 2,23 2,82 3,48 4,22
0,36 g 1,05 1,26 1,31 1,51 1,80 2,05 2,38 2,68 3,39 4,18 5,06
0,43 g 1,25 1,51 1,57 1,80 2,15 2,45 2,84 3,20 4,04 4,99 6,04
3,00 g 8,71 10,54 10,93 12,54 14,99

notes:

  • 3.00 g is the typical weight for a paintball pellet. This weight is for comparison purposes only and is not used on Airsoft. Higher energy but different collisions read Elastic collisions topic for further information.
  • 1 m/s = 3.281 ft/s
  • 1 ft/s = 0.3048 m/s

Dangers to Humans

Airsoft pellets typically leave small welts on human targets. While marginally painful this isn't especially damaging to the skin. Eye protection is universally required to prevent damage to eyes. It is also often recommended that face masks be worn while during airsoft matches to protect the players' teeth as on very rare occasions players have had teeth chipped or knocked out by a well-placed pellet.

The following excerpts are from the United Kingdom Parliament's "Principles of firearms control", Home Affairs Select Committee Second Report, 6th April 2000, expound on the level of danger involved with low-energy projectiles:

:25. The Firearms Act 1968 defines a firearm "a lethal barrelled weapon of any description from which any shot, bullet or other :missile can be discharged".[51] In this context, a "lethal weapon" means a weapon capable of firing a projectile with sufficient :force to inflict more than a trivial injury, i.e. with a force sufficient to puncture the skin.[52] The force with which a firearm :is able to deliver a projectile is normally expressed in terms of the kinetic energy it generates at its muzzle—the "muzzle energy". :This force is normally expressed in units of foot-pounds (ft·lbf) or joules (J).[53]

:26. The Home Office and the Forensic Science Service considers that the lowest level of muzzle energy capable of inflicting a penetrating wound is one foot pound force (1.35 J): below these power levels, weapons are "incapable of penetrating even vulnerable parts of the body, such as the eye".[54] However, more recent analysis by the Forensic Science Agency for Northern Ireland has indicated that a more reasonable assessment of the minimum muzzle energy required to inflict a penetrating wound lies between 2.2 and 3.0 ft·lbf (3 to 4 J).[55] We will deal more fully with this discrepancy at paragraphs 123 to 130 below.

:123. The power level at and above which an air weapon is considered a firearm in law is presently set at 1 ft·lbf. However, we note above that the Forensic Science Agency of Northern Ireland has more recently assessed the power level at which a barrelled weapon is capable of inflicting a lethal wound as between 2.2 and 3 ft·lbf, and the Secretary of State for Northern Ireland has proposed that the law relating to firearms in Northern Ireland be amended to take this into account.[201]''

Performance

Airsoft guns shoot 0.2 g BBs at velocities from 100 ft/s (30 m/s) for a low-end spring pistol, to 550 ft/s (170 m/s) and beyond for heavily-upgraded customized sniper rifles. Most non-upgraded AEG's using the Tokyo Marui system are in the middle, producing velocities from 270 to 300 ft/s (80 to 90 m/s), but upgrades to the internal components can increase the pellet velocity significantly.

Hop-up & Bernoulli's principle

Bernoulli's principle is a physical law that says that if a pellet is given a backspin an overpressure is formed under the bullet and an underpressure is formed on the top of the bullet. These pressures affect the bullet as on an airplanes wings a lift is formed. The bullet is sucked upwards. If the force caused by the backspin is equal to the effect of gravitation the bullet will fall slower and have a flatter trajectory, which gives the pellet longer range.

In airsoft guns this is often implemented as a rubber piece at the rear of the barrel that is thicker at the top of the barrel than the bottom. As the pellet moves past this piece it tends to roll, inducing a backspin.

Law

Countries where Airsoft is legal

  • Austria
  • Belgium
  • Canada (Not legal to import or sell in certain provinces, not legal for minors to own or buy in Ontario)
  • Croatia
  • Czech Republic
  • Estonia
  • Finland
  • France (2 J maximum.)
  • Germany (under special circumstances, J limit, Semi-auto only)
  • Hong Kong
  • Italy
  • Japan (No legal limit on pellet velocity. Generally 100 m/s (330 ft/s) is used.)
  • Korea
  • Latvia
  • Lithuania
  • New Zealand (Any form of fully-automatic weapon is banned.)
  • Norway
  • Poland
  • Russia
  • Slovak Republic
  • Slovenia
  • Spain
  • Sweden
  • Switzerland
  • Taiwan
  • UK (All airsoft full auto weapons maximum legal limit of 1 J, semi and bolt action exempt)
  • USA
    • No legal limit on pellet velocity. Generally limits vary from 350 to 400 ft/s (107 to 122 m/s) urban and from 450 to 500 ft/s (137 to 152 m/s) in woodland.
    • Not legal in New York City Metro (5 Boroughs), portions of Michigan, San Francisco, and Washington DC.
    • Must comply with two criteria: muzzle permanently colored in blaze orange and all non-licensed trademarks removed for copyright reasons on the airsoft guns (this law recently expired on the federal level; however certain states still have and enforce it).
  • others

Import restrictions

All airsoft guns shipped to the USA must remove copyrighted words when they go through customs.

Barrel markings

Due to extreme similarity between these replicas and real firearms, combined with lobbying efforts from U.S. BB gun manufacturers, some U.S. states and local regulations may prohibit the ownership or use of Airsoft guns. Federal importation laws require all Airsoft gun barrels to be painted with a minimum 6mm wide blaze orange stripe, as must all "toy guns". This measure is intended to avoid confusion with actual firearms.

Importation to USA

Many Asian manufacturers of airsoft guns disregard US and international trademark and intellectual property laws when creating their replicas. This is usually manifested as illegally-reproduced trademarks on guns and gun accessories. Some companies have worked hard to work out licensing deals with Western gun makers, but it does not seem to be a high priority, especially in the reclusive Japanese market. Notable instances to this include Japanese manufacturer Western Arms' licensing deal with the Beretta company of Italy and Hong Kong company Classic Army's deal with Armalite to use their trademarks on CA AEGs.

US customs routinely checks for illegal trademarks and even certain patented features, so many airsoft guns imported into the states have trademarks covered by plastic putty or destroyed outright by vulcanization in addition to the application of the blaze orange marking. Many distributors have begun to specifically market "clean" airsoft guns in the US, completely without troublesome trademarks or certain features which have caused legal controversy, such as the "safe action" trigger design employed by Glock in their line of pistols and copied on many gas gun models.

Local ordinances

Recently, (as of Fall/Winter 2003) the State of California has declared that the Airsoft replica is not legally a toy, but is classed similarly to an Air or BB gun, and subject to the same restrictions. Guns bought within the period between then and September 2004 should fall under this rule system, regardless of any changes; however, guns purchased after the passing of SB 1858 are once again classified as toys, and are subject to different requirements than BB or pellet guns. For details, look up bill SB 1858. Blaze Orange paint is mandated by federal law (Dept. of Commerce, 1986, 15 USC Sec. 5001, expired 2004), and Airsoft replicas may neither be used by nor sold to minors. Airsoft replica use is currently banned in the Municipality of New York City, the State of New Jersy and portions of the State of Michigan. As Airsoft becomes more popular, many reported incidents have occurred where generally younger players have come into contact in public areas with local law enforcement unsure of the nature of the airsoft weapons involved. In the future, these incidents will certainly increase, perhaps with problematic consequences, as airsoft rapidly proliferates in the United States.

The United Kingdom's Home Office advocates a limit of 1 J on all Airsoft weapons. This translates into a maximum muzzle velocity of 100 m/s (330 ft/s). According to the UK Forensic Science Service, a more powerful weapon may result in skin penetration or internal injury.

Safety

Storage and transportation

Basic rules for storing and transporting airsoft guns:

  • Unload the airsoft gun by removing the magazine and firing to a safe location until empty;
  • Place the red cap on the barrel end;
  • Render the gun inoperable by removing and storing the battery away from the gun;
  • Place the gun inside a gun case (or container) that fully encloses it. It's not a good idea to use as a gun case the original card case that is shipped with airsoft guns;
  • Make sure that the gun case is locked, tied or zipped in a way that will not open during transportation or while stored;
  • Always lock all your airsoft gear in a safe place.

This rules are just a basic set and does not refer to any country especific law, make sure to check in your area.

Pellet velocity limits

All participants use ONLY Airsoft guns in their games. These guns must conform to the pellet velocity limit that your group or country has decided on. Some countries have legal limits on the power/pellet velocity of Airsoft guns so make sure to check in your area.

Groups/events statistics:

All velocity limits values are measured using 0.2 g BB.

Airsoft group/eventindoor
full-auto
outdoor
full-auto
sniper
semi-auto
sniper
single-action
bio BB
(y/n)
Action Games League – Philippines350480
Airsoft Arizona300400500500Yes*
Airsoft Hawaii300400400450Yes*
Airsoft Iowa400400500500
Airsoft Kentucky300400500550
Airsoft Ohio350400500
Airsoft Pacific League300400 550
Airsoftaustin350350 420
Airsoftretreat (TASO events)400400550550
Airsoftsplat350450
Alpha-omega-airsoft328328377377
Angry Ferrets300420470470
Arkansas Airsoft300300300300
Boinas Negras Airsoft Club Opr. Fuga incontr.328328350
British Columbia Airsoft Club300400450550
Centurions Airsoft Club of Northern California320400400400Yes
Chicago Airsoft Association328400450550
Cimmerians350400400400Yes
Combat South350350500500
DeadLandAirsoft400400450450
DistantThunder Airsoft Event328328328328
DragonValleyAirsoft350350350350Yes
EAG Airsoft Operations400400450450
Edmonton Airsoft Regiment300400450
First Alabama Tactical Airsoft League250250300300
Florida Airsoft350400500
ForthAirsoft350350 350
Georgia Airsoft350400500500
Ground Control Airsoft328328 380
Group W RCT S.E. Wisconsin Airsoft400400550550
Hostile Operations Team – Operation Cayman350350 500
Houston Airsoft300400550550
Joint Operations Calgary310430480480
Las Vegas Airsoft350400550550
Manatee County Elite Airsoft Squad350400500
Metroeast Airsoft400400500500
Mike Force Airsoft447447447447
Minnesota Airsoft Association325400450450
Modesto Airsoft (CombatEnterprises)320400400400
North Eastern Airsoft Group350447503
Op-for Airsoft Club300400450450
Puget Sound Airsoft Command400400400400
QC Swat300480500500
Roughneck Airsoft Infantry Detachment400400500500
SacAirsoft (Yuba city CQB field)350350550
Sacramento Airsoft (FAQ-skirmish rules)450450450450
Section 8400400
Sequoia Airsoft400400400400Yes
SG1combat330330
Slimproductionstudio (opr. Red skies)400400450450
Smoke Airsoft Group350350450450
Southern California Airsoft League350420600
Spectrewargames300328 360
T.A.C.4 Airsoft400400500500
Tactical Operations – Calgary Airsoft300420470470
Team Omega Zone Philippines280350500550
Team Reindeer400400400400
Teamblackjack400400550550
Thunder Airsoft Event400400400400
Tomahawkairsoft350350500500
Triangle Airsoft NC400400500500Yes
Virginia Airsoft Force300*420500500
Virginia Rangers420420
Western Canada Airsoft Network300420470470
Wraith Warriors Airsoft Team350400500
median (ft/s)350400470470
median (m/s)107122143143
Groups with equal indoor and outdoor limits52.3%
Groups with equal limits for auto & single action sniper rifles61,5%

Total airsoft groups/events: 65

(*)Under special situations bio BB's are not or can not be used.

Game constraints

  • By gaming area/type (i.e. CQB, woodland...);
  • By gun type (i.e. sniper, assault rifle, support,...);
  • By gun firing mechanism (i.e. AEG, GBB, Spring...);
  • By measured pellet velocity (i.e. any gun firing above 500 ft/s (150 m/s) is a sniper class weapon);
  • By spring type (i.e. max. allowed spring is M120);

Some groups use more than one method/criteria’s to establish limitations. For example game area/type is often used with gun type.

Protection

All participants MUST wear eye protection! Mouth protection is recommended. Ideally all Airsoft players should have full face masks, long sleeve shirts, full pants, and gloves whenever they play Airsoft. If you plan on playing at any professional paintball/airsoft locales then you will have to have a full face mask. This is for legal/insurance reasons and cannot be avoided. It is strongly recommended that anyone that continues to be a problem in terms of wearing eye protection during games be banned from playing with your group. Nobody wants to be responsible for shooting someone's eye out. If you need to clear your mask because of fogging or some similar problem then crouch/lay on the ground with your face as close as possible to the ground and quickly clean your goggles.

Eye protection should meet at least one of the following standards:

  • ANSI Z87.1;
  • EN166 European Standard (This standard excludes protection against X-rays and lasers. EN166 F is for Low Energy Impact and EN166 B is for Medium Energy Impact)
  • ANSI Z80.3;

The Minnesota Airsoft Association Safety Manual has a lot of worthwhile information on this topic as well.

Rules of the game

BB hits

If you are struck by an airsoft BB then you are hit and for purposes of the game are considered "killed". This means that you are out of the current game unless you are using special rules (see below). Most times when you are "killed" in a game you have to go to a safe-zone where you wait for the next game to begin. Hits to your weapon do not kill you. If you think that you might have been hit but aren't sure then you ARE hit and you should call yourself out immediately. This eliminates silly arguments during a game. Whenever you are hit during a game you must announce loud and clear, "HIT!" and then walk to the designated safe-zone with your weapon held high over your head with both hands. Be sure to keep your hands and weapon in the air so you aren't mistaken for a player that is still in the game. A player that repeatedly causes problems with calling himself out should not be allowed to play any more.

A Special Note: Eventually everyone is going to experience getting shot after they have called themselves out for a game. The #1 reason people get shot after they are out is because they don't readily identify themselves as being hit. If you don't want to get shot after you call out then be sure to do the following:

  • LOUDLY call out "Hit!" or "Dead!";
  • Immediately stand straight up (If you weren't already) and hold your weapon in a way that is clear to everyone that you are out of action. For example: holding gun above your head with both hands, or put gun in rest (holster or sling) and keeping hands away from any gun;
  • Begin walking (not running) towards the designated safe zone ASAP. Use a clear path so that everyone can see you;
  • If you follow these simple steps then you will greatly reduce (although not completely eliminate) getting shot after you call out;

Another method that an airsofting club or event organiser can arrange is for the use of red rags. When a player is hit, he or she should then immediately pull out a red rag and wave it around, places it over his head, or otherwises display it. This indicates that this person is now dead. This method greatly reduces the number of arguments and bruised egoes brought about by people getting shot after they have already been hit. Many airsoft organizations are now beginning to use this method, such as Mike Force Airsoft.

Communications

Depending on the scenario size, different communications methods are used. For small scenarios the whistles signals are commonly used as follows:

Whistles signals

  • 1 whistle = start game.
  • 2 whistles = end game. All players stop shooting and head for the staging area.
Normally a game ends in one of three ways, depending on the scenario.
    1. The time limit for the game expires
    2. Only one team or player remains
    3. Scenario Objectives have been completed
  • 3 whistles = pause game. All players stop shooting, put their guns down and stay where they are. This is the whistle signal normally used when a non-player has entered the field.

Radio communications

For large scenarios, it's common to use radio communications. Not only used for starting/stopping games, but also for team, organization and emergency communications. Note that allowed radios services and communications regulations varies by location. Here is a short resume:

  • FRS (Family Radio Service)
    • is for use in the US and Canada (sold in Europe?);
    • 14 channels (462.5625 ~ 467.7125 Mhz);
    • 0.5 W ERP;
    • 2 miles (3 km) flat open area/ <0.6 miles (1 km) urban areas.


  • LPD (Low Power Device)
    • is for European use;
    • 69 channels (433.075 ~ 434.775 Mhz);
    • 10mW ERP;
    • ~1 mile (1.5 km) flat open area.
    • Note that LPD is in the middle of 70 cm ham radio band, which means you will be sharing frequencies with hams. Just remember that they can use 35 W instead of 10 mW.


  • LPD (Low Power Device)
    • is for Japanese use, they call it "Mini set";
    • 20 channels (422.0500 ~ 422.300 Mhz);
    • 10 mW ERP;
    • ~1 mile (1.5 km) flat open area.


  • PMR446 (Personal Mobile Radio) (also known as the European version of FRS)
    • is for European use;
    • 8 channels (446.00625 ~ 446.09375 Mhz);
    • 0.5 W ERP;
    • ~2 miles (3 km) in flat open area/ <0.6 miles (1 km) urban areas.

Although equipment has its own functions, here is list for a desirable Airsoft communications system:

    1. Tough rugged construction and shock resistant;
    2. Ability to work with either "AA" alkaline batteries, Ni-Cd battery or Ni-Mh batteries;
    3. External speaker and microphone connector;
    4. Earpiece with PTT or throat microphone;
    5. Silent alert for discreet operation (vibration system);
    6. Illuminated LCD for night use;
    7. Battery indicator;
    8. Vox (voice activation) for hands free use;
    9. Scanning ability to find other active channels automatically;
    10. Voice Scrambling (normally between same brand).

Minimum engagement distance

A minimum engagement distance (MED) is normally established. Before firing at anyone within 17 feet or 5 meters, the attacking player must first call for surrender and the defending player must answer immediately. He cannot find cover and then answer. If a player fires from within the established distance without calling for surrender, that player is disqualified from the game and the kill does not count. If a player refuses to surrender (not encouraged to) then both players may fire. In most instances, if a player is taken by surprise, he should surrender as an act of good faith. Note that even firing from MED a direct skin hit from a stock airsoft gun with less than 280 ft/s or 85 m/s can leave a small temporarily skin mark. Use full protection, to stay away from "skin marking" (more information on Protection section).

Sniper rifles have a minimum engagement distance that can go from 14 to 40 meters (46 ft to 131 ft) minimum range, depending of the BB weight/velocity used. This is both for safety (due to upgraded power) as well as to increase realism. Under this range, snipers must use alternate weapons (backups).

Optional Airsoft rules

The following rules are optional ones that you may or may not want to use in your Airsoft games.

Medics

One player on each team can be designated as a medic and this person has the ability to "resurrect" players once during a game, allowing them to return to play. When using medics in your Airsoft games it's important to remember to stay lying on the ground where you were "killed". The medic has to get to you and touch you in order for you to be "resurrected". If you are standing in or on unsafe terrain such as water, mud, broken glass, etc. then you are allowed to lie down near where you were hit so that you don't hurt or endanger yourself.


Multiple lives

Sometimes it's beneficial to allow players more than 1 life when playing games. This allows a larger variety of scenarios to be played with fewer players present. For instance a few players with 2 lives each could be defending a bunker/structure from 6 or more attackers that have only 1 life each for the game. This allows the defenders to stay in the game longer. When a player that has multiple lives gets hit he calls himself out as normal but instead of just saying "hit!" he should say "first hit!". This lets everyone know that he isn't dead yet. This player now has 30 seconds that he cannot shoot or be shot at. Any shots at this player at this time do not count. The player can use this time to get to better cover but he cannot use it to run towards an attacker and he is only allowed to get behind the nearest cover available to him. This prevents unusual situations from occurring where a player with multiple lives gets hit and during his 30 seconds decides to run directly towards his attackers and to use cover behind them, etc.

Damageable weapons

Some people prefer to play that if a weapon is struck it cannot be used for the rest of the game. This prevents people from pointing just their weapon around a corner and firing blindly, which can be VERY dangerous to those playing the game. Obviously, if a player that only has a single Airsoft weapon gets his weapon hit then he is considered "killed" because he has no further use in the game.


Locational damage

If you are playing with people that you trust (i.e. good friends) then you may want to try this slightly more involved system for damage. Instead of a player being considered "killed" if he is hit anywhere on the body this optional rule allows players to remain playing in a 'crippled' capacity as long as they aren't hit in a Vital region. Hits to the Head, Neck, Chest, Stomach, or back are considered vital areas and you are "killed" as normal if you are hit in one of these areas. Hits to the arms or legs force you to not be able to use them until the end of the current game. A second hit to an already damaged arm or leg means you are considered "killed" as normal. A hit limb CANNOT BE USED FOR ANYTHING AT ALL. This means that if your leg is hit you must hop or crawl, if your arm is hit you aren't allowed to brace yourself on it, open doors with it, hold your gun with it, etc. It must hang limp or be tucked against your body. You can see why this rule can only really be used with friends that you trust because it's very difficult to enforce.

No head hits

Some groups play that head hits don't count in order to discourage players from shooting at each others faces. This is mostly for safety reasons.

Ammunition

In some cases groups can decide to use only fully biodegradable ammunition. This is due to concerns for the environment or by the owners of the field. However, some "biodegradable" ammunition will not dissolve into environmentally friendly substances.

Also related with ammunition, airsoft groups may restrict the use of magazines to standard capacity (LOWCAPS) in order to have a more realistic BB quantity in game.

Game variants

  • Last man standing (Ultimos homo statans)

All against all in a game often with limited time and area.

  • Back to basic

A game where only spring pistols is allowed. Ammo can be limited.

  • Terminate (Team mot team)

Two teams that fight against each other until time has run out or one team has been annihilated.

  • Capture the Flag

Two teams play against each other and try to take the other team's flag back to their on base (flag). The flag has to be carried clearly visible. This game can be played in two variants, "Live Flag" or "Dead Flag". In "Live Flag" the flag is dropped if the Flag carrier is shot, and another player can pick the flag up. In "Dead Flag", if the Flag carrier gets eliminated, he or she has to return the Flag to the enemy's base before the Flag can be taken again.

  • Center Flag

In this game there are two bases, but only one flag that is placed in the middle of the field between the two bases. One team begins in each base. To goal of this game is to take the Flag to the enemies' base. When the flag reaches the enemies base, the enemy loses. If the flag carrier is eliminated anyone can pick up the flag.

  • Grab the flag

Two teams, or more, that tries to be the first to reach the flag. The team that has the first player to reach the flag, alive, wins. This game should be played in fairly open terrain.

  • Traitors

Again two teams and this is a version of Capture the Flag. But the judges discreetly choose one player from each team that is given both teams' team-markers. Try to choose a player that hasn't had much luck during the day. Inform the teams that each team has a traitor. The game is played as Capture the Flag, but after the game has lasted for 5 minutes the traitors can change team anytime they choose. Don't trust your team mates.

  • Manhunt

A voluntary player is the prey and the rest of the players are the hunters. The prey is given a pistol and some ammo, and the hunters can have whatever they want. The hunters should be between 4–10. The prey wins if he can reach a specific place within the timeframe. The hunter that shoots the prey wins otherwise. The hunters can't shoot each other.

  • Bounty Hunters

An everyman for himself game, where each player is issued a team-marker. Then the start signal is given all players runs out in the field. When the next signal is given the game starts. When someone is eliminated, the shooter gets the eliminated team marker. The shooter chooses if the eliminated should go to the shooter or if the shooter should collect the team marker himself. Team-forming is not allowed and the formers are disqualified. Game time should be at least one hour and the winner is the player with the most markers.

  • Wanted, Preferred Dead

A small team, 20% of the players (Prisoners) shall travel through an area that is guarded by 80% of the players. The prisoners can't have any big weapons or support weapons. The guards can have whatever they choose. Each prisoner that reaches the goal is considered a winner. Time limit is somewhere between 30 minutes to many hours.

  • Commando Raid

A small group is the commandos. The rest off the players is divided to guard the objectives. The defender goes out to the field and begins to guard the objectives. Each objective should be guarded by the same amount of guards as the commandos are. The commandos are taken to a small zone outside the game area. This is their Insertion and Extraction. Point. When the commandos have finished with the mission, at least 1/3 has to return to this zone or they can't win. Inform the commandos that they have to reach a point in the game area, the "Drop zone", where they will find information about what target they should attack and find the Flag. When they have taken the Flag from the objective they should leave the "Flag" at the "Drop Zone" and then return to the Extraction Point. There should be a time limit. The guards can barricade themselves and send out patrols, but not leave the objectives unprotected.

  • Paratroopers

Two teams are divided. 1/4 of the players are the Paratroopers and they're blindfolded and taken out to their "Drop Zone". At the drop zone they're given a simple map over the area. The other players are split to defend 3 objects in the area. The goal for the paratroopers is to "take out" an objective by stealing its Flag and return with the Flag to the "Pickup Zone". When the judge at the "Pickup Zone" has the Flag the paratroopers has won. The map should have faults and one of the objectives should be marked at the wrong place, or an extra flag could be marked.

  • Hostage rescue

Two teams are again divided. One team is divided into "Hostage" and "Rescue", while the other team is Guards. The hostage has to be divided to different locations. The rescue team can carry extra weaponry to the hostage. The hostage can attempt to flee but they can then be eliminated (Shot trying to escape). 50% of the Hostage has to be rescued

  • SWAT terrorist elimination

Classic. A SWAT Team (25% of the players) shall clear an area of terrorists. Buildings are preferred for this variant.

  • Killing house

A player or a small team shall clear a house that has been rigged by the organizers in the shortest time possible. Each room must be clear of targets but no friendly targets can be hit.

  • Assassins

Two players have to eliminate a specific player and reach their insertion point before the time limit is exceeded.

  • Killing of the officers

There are two teams, and each team has an Officer. The goal is to eliminate the other team's Officer without getting your own killed. Ammunition might be limited. Another variant is that the Officers can't move.

  • King of the Hill

1/3 of the players barricade themselves on a hill or relatively open area and the rest of the players are the attackers. On the top of the hill is a Flag, and the team that is closest to the flag when the time is out, wins. The hill should offer quite a bit of cover on its slopes.

  • Zombies

This is another team vs. team game, but all the eliminated players go to a third start point. When three eliminated players have reached that point, they form a zombie team and can play again. The new zombie team fights against all other teams, including other zombie teams. The game ends when there is only one player left from anyone of the original teams.

  • Trenches

A rectangular area about 50 x 125 m is divided into 10 sectors, 2 x 5 m The two teams should be big, 15 to 40 players, and they start on the opposite short sides of the field. The team that controls most sectors when the game ends, wins. It takes at least 2 men and no enemies in a sector to control it. The flesh wound rule is used.

  • Drag the doll

A doll (stuffed and man-size, should weigh at least 40 kg) is in the middle of a square arena. The arena is open and flat, but with a lot of junk for cover. Each side is the start for a team of 3–5 players. The goal is to grab the doll and drag it to you side. This game is supposed to be intensive and fast. It's basically CTF in an arena version.

  • CQB (Close Quarter Battle)

Indoor versions of many games. Often played in a big house or in many houses.

Airsoft variants

Paintball is a sport similar to Airsoft, but uses a different type of projectile and gun.

External links

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