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Mantis Airsoft event rules
Mantis Airsoft uses a 3 strike system that encompasses the entire year. This means you have 3 strikes in a years time before a ban will be issued. Most rule infractions will result in a strike but we retain the right to issue a ban for serious infractions. Once you have a strike, it will stay with you for the rest of the year. At the beginning of each year everyone starts over with 3 strikes. A strike is given on top of any other administrative action taken in regards to an incident.
No refunds will be given to those ejected from the event for rule violations.
General event rules:
These rules are to be followed while you are at the event and on the property the event is being held on. These rules apply at all times while on site.
1. Physical contact outside normal game play is not permitted. This includes but is not limited to hitting, pushing, kicking, or otherwise physically harming another player. Violations will result in a permanent ban from Mantis Airsoft events and the police will be called.
2. Offensive language is not to be used on the field. There are minors present and each player is responsible for conducting him or herself in a responsible and respectful manner.
3. Do not make any threatening remarks or gestures towards another player or staff member. This will result in a permanent ban.
4. Mantis Airsoft staff has the final word on the field. If you have a problem with a decision made by a staff member you can bring your complaint to a senior staff member.
5. You are not to harm, move, or alter structures or items on the field. You may not harm or destroy the property or its infrastructure in any way.
6. You are expected to respect Mantis Airsoft props and will not intentionally harm or break these items. Game props will be identified at the briefing.
7. You are expected to respect the property of other players on the field. This includes vehicles and personal structures.
8. No alcohol, drugs, firearms, or fireworks / pyro will be permitted on site.
9. You are not to leave trash on the property. Clean your area at the end of the event & take your trash off the playing field. If you bring it with you then take back home with you or dispose of it properly.
10. Changing clothes must be done in a manner in which you are out of sight.
11. Anyone found to be on the field without a signed waiver on file will be in violation of Georgia state law.
12. Parents or legal guardians must participate in the event with participants under the age of 14. Parents or legal guardians are not required to remain on the field while their children are playing as long as the child is aged 14 years or older but if they choose to leave, they acknowledge that the activities in the event are unsupervised. If a participant is 17 years of age or under, his/her legal guardian(s) must also sign the waiver/release of liability.
Safety rules:
These rules apply at all times while at the event and on the property the event is being held at.
1. Full seal eye protection must be worn during live game play. No shooting glasses, sunglasses, flip down face shields or any other eye protection that does not seal completely around the face. Eye protection must be made of material that can withstand a hit from a 400 FPS aeg at point blank range. Any eyewear not made specifically for airsoft use will be subject to field testing by a Mantis Airsoft staff member. It is recommended you wear full face protection due to the possibility of chipped teeth, teeth being shot out, facial trauma, etc.
2. Full seal eye protection is to be worn at all times during game play. At no time during active game play are you to remove your eye protection. A violation will result in removal from the game for the duration of that game. A second violation will result in removal from the event for the remainder of that event.
3. Blind firing is not permitted. You must have eyes on target.
4. Minimum engagement distances (MED) must be observed at all times. The only exception to this rule is a surrender scenario.
No fire within 10 Ft. ( Bang out, Surrender, Knife kills only )
Pistols - 10 Ft.
AEG - 20 Ft.
Sniper - 100 Ft. ( 400 + fps single fire only )
If you are within your MED you can do one of the following.
a. Bang out - Within 5 ft. you can bang out a player by saying "BANG". You must have the player targeted in a way that would result in a hit if you were to fire. Target player is hit as if they had been struck with a BB and must call themselves out. You can only bang out 2 players in a group and must take a hit yourself. You can choose the player to bang out but remember that this action will result in a hit on you.
b. Surrender - Surrenders can be extended to a player by using a pistol. The target player can accept the surrender and call themselves out. The target player also has the options of taking cover or returning fire with a pistol. Pistols are the only weapons allowed in a surrender situation. Target player can use the bangout rule but remember that you must have your target locked in order to bang them out.
5. Guns are to be treated as if they are real firearms. When an active game is not in play mags are to be removed and chamber cleared. Mags are to be removed from AEGs while in the parking area, registration area, vending area, and all designated safety zones. When coming into one of these areas from an active game you are to remove your mag and clear the chamber of the AEG in a safe manner.
6. There is to be no firing of AEGs in safe zones or during non game times. There will be a live fire area designated for shooting and this is the only place you are allowed to fire your AEG during non game periods. Eye wear must be worn in the live fire area.
7. No real steel of any kind --this includes fixed blade knives. You can carry a folding pocket knife or a multi-tool.
8. In the event of a real world emergency call for a cease fire and radio admin and send a runner to registration to advise staff of the situation. If a cease fire is called you are to stop firing and safety your weapon. All players are to stay put and not move during a cease fire. Violators will be removed from the field. Once the emergency has been dealt with an admin will resume the game.
Game rules:
1. Airsoft is a game of honor and everyone’s experience depends on this. Call your hits. If you are unsure if you are hit or not the best thing to do is to take the hit. Those found to be not calling legal hits will be ejected from the game. This is your warning!
2. Gun hits and ricochets do not count, everything else does. If it hits your gear -you are hit.
3. Knife kills require you to respawn. A medic can not heal you. If you are the victim of a knife kill you are expected to remain quiet ( do not call out “hit” ) and head to a respawn point.
4. Grenades will clear the room that they go off in. Even if you are not hit by a BB you are still dead. The grenade must make a distinguished detonation. This can be a pop or a gas release that can be heard by players in the area. Tennis balls and such are not grenades. A legal grenade must be an airsoft grenade or otherwise cleared by a senior staff member. NO PYRO TYPE GRENADES!! If it uses a firecracker or similar device it cannot be used. A grenade kill requires a respawn and medics cannot heal a grenade kill. If the grenade does not go off and register a detonation it is counted as a misfire and has no effect on the room or occupants.
5. Grenades can be dropped into a window, not thrown. They can be tossed underhanded into a doorway but must not exceed 3 ft. off floor level.
6. Rockets will kill a vehicle and all occupants. Medics cannot heal rocket casualties and a respwn is required. Rockets will clear the room or bunker that they make first contact in. Home made rocket launchers need to be cleared by a senior staff member before use in game.
7. Dead men tell no tales. If you are dead you are not to give away tactical information. You are not allowed to text tactical information to your buddies using a phone or other data sending device.
8. When you are hit by another player you should stop, yell “hit” and place your red dead rag on your head. You can call for a medic during a 5 min. bleed out time. Once you have bleed out you must go to a respawn location. Hit player do have the option of going straight to a respawn point after being hit. A player entering the game from a respawn location enters the game as an active player. Once you are in route to a respawn point you cannot be healed by a medic.
9. Respawn camping is not allowed. Those found to be problem respawn campers will be ejected from the game.
Medic rules:
Each medic will have a medic bag containing no more than 5 ropes tied with a series of 5 knots. When a medic reaches a hit player he will take one rope out of his bag, untie the 5 knots and then tie the rope around the hit player’s wrist. The player is now back in the game. Once a medic runs out of ropes he will need to go to a respawn point and refill his bag with 5 more knotted ropes.
1. A player that has been healed by a medic and is hit a second time needs to go to a respawn point. He cannot be healed again until he respawns. Once at the respawn point the player needs to retie 5 knots into the rope around their wrist and place it into the medic supply bag at the respawn point.
2. Medics cannot heal themselves. They will have to be healed by another medic or go to a respawn point.
Artillery, Air strikes, and Predator Drones:
These types of attacks are designed to take out multiple targets at one time. They are each handled differently but have the same effect. Each type of attack will require an authorized player to call in and request fire support with the exception of the predator drone. Predator drone strikes can be called in at squad level however they are less effective than artillery or air strikes. A grid map will be available for calling in fire missions.
Air Strike:
Air strikes can only be called in by command staff. Using a radio contact combat control and request air support at map grid coordinates. Combat control will state wither or not air support is available and confirm the target coordinates. Once the strike is confirmed combat control will advise that birds are in route. For air strikes the target must be painted with a green laser. An admin will go to the target area and confirm that the target is painted. Once a painted target is confirmed combat control will release munitions and the admin will inform those in the strike zone that they are dead. All victims of an air strike must go to a respawn point. In the case of buildings or parts of buildings the area will be closed down for 6 min. until any one is allowed to enter. This mimics the target being engulfed in flames from the explosion.
Artillery Fire Mission:
Artillery is handled much the same way as an air strike. Using a radio contact combat control and request a fire mission at map grid coordinates. Combat control will state wither or not assets are available and confirm the target coordinates. Once the fire mission is confirmed combat control will advise that a fire mission is underway. An admin will go to the target area and contact combat control. Admin will role a D10 dice that will determine the hit accuracy of the fire mission. There will be a 1 in 10 chance that communications got messed up and the artillery rounds will land on the friendly forces that called in the fire mission. The admin will inform those hit by the firm mission and send them to respawn.
Predator drone:
A Predator drone can be requested by a squad leader by contacting combat control. Predators carry small rockets and will strike a grid coordinate ( laser is not needed ). Predator can take out small groups of enemy forces or small hard targets. Once a predator has been requested and cleared an admin will move to the target location and kill the area or hard target. Hard targets will be out of play for 6 min. after the predator strike. Predator drones can be used to run recon missions. Yu will have to specify to combat control which type of predator mission you are requesting. Regardless of the type of mission you are requesting it will use one of your allotted predator missions.
1. You must control any S.A.M. sites in the area of operation in order to call in a conventional air strike. Stealth missions can fly regardless of S.A.M. control but stealth missions are very limited.
2. You must have control of artillery sites in order to conduct fire missions.
3. If a S.A.M. site changes control during a conventional air strike the birds will be shot down and the air strike will be a failure. That air strike will be considered used and you will not get that air strike back.
4. There will be a minimum of 8 min. refueling/rearming time between support missions.
5. Buildings and hard targets will be out of play for 6 min. after an air strike or fire mission.
6. Combat control has the final word on any kind of support mission.
CQB (Close Quarters Battle):
These rules will go into effect anytime you enter a building or structure and for events held in a CQB environment.
1. Weapons are to be set to single fire only. NO FULL AUTO. If your gun does not have a single fire position you will need to sling it and go to your side arm. Milking the trigger does not count as single fire.
2. Sniper rifles, SAWs, RPKs, M60s, support weapons, or any other weapon shooting over 400 FPS are not allowed for use inside structures. You can fire into and out of a structure with these weapons but you can not use them in engagements inside.
3. Smoke is not allowed for use inside a structure of any kind.
POWs:
POWs can be taken and the following rules and guidelines need to be followed in order to do this.
1. You can take a surrendered opponent as a POW and escort them back to your HQ. If the opposing player is hit you will need a medic to heal them before you can take the back to HQ as a POW.
2. POWs can be held up to a maximum time of 10 min. before being released. They can be interrogated back at HQ and the search rules will apply.
3. You can search a POW by stating “search” to the POW. The POW must give up any intel or mission items they are carring.
4. POWs are considered disarmed and restrained. POWs can make noise and yell if they choose. You have the option to “Gag” a POW and they are not allowed to speak at that point. You will not be able to extract any information from a gagged POW.
5. If a POW is left unattended and his captures move more than 20 ft. away from him he will be able to run off and escape. An escaping POW can not fire their weapon until the reach a respawn point.
6. Once a POW has been released they will have to go to a respawn point in order to reenter the game as an active player.
Waiver
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