What is Airsoft?
Airsoft is a military simulation sport
somewhat similar in nature to paintball, in which
players participate in mock combat with authentic
military-style weapons and tactics. Unlike paintball,
which uses paint-balls as projectiles, Airsoft guns
usually use 6 mm spherical projectile (pellet) made
typically with injection-moulded ABS plastic. The
'weapons used in Airsoft are generally exact full
size replicas of military weapons such as the Colt
M16, H&K MP5.
The sport is extremely popular in eastern
Asia, 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. There is currently a growing interest in the
West again, especially in the United States, Great
Britain, Germany, Spain, Italy, and Scandinavia, bolstered
by an active and expanding Internet scene as well
as easy access to equipment through secure online
shopping from sites, such as Airsoft Adventure in
the UK.
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 meters).
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 sized 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
simultaneously 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 store
Surplus and Adventure has set up a new secure online
store called Airsoft Adventure, specially dedicated
to Airsoft Guns and Accessories, with a vast range
of quality equipment at affordable prices.
Airsoft guns
Modern airsoft weapons can be grouped into three general
types by their operating mechanism:
Spring powered Airsoft Guns
Gas Powered Airsoft Guns
Automatic Electric Airsoft Guns
Spring powered Airsoft Guns:
These weapons fire a BB using a simple spring that
must be cocked by hand prior to the shot. Most spring
weapons are for indoor playing as they have limited
range and cycle rates (because they must be hand operated).
Typically, spring airsoft weapons are inexpensive
compared to similar models in gas or electric format
because they do not use any external power to assist
in firing the BB. The most inexpensive and readily
available of any of these are 'springer' pistols,
which generally operate by compressing a small piston/spring
assembly and simultaneously chambering a BB from the
magazine by pulling back the slide every time before
firing a shot. Therefore, you cannot shoot fully or
semi automatic. Though these guns constitute the vast
majority of airsoft guns, there is a large selection
of mid-range spring powered rifle replicas on the
market, and a handful of high-end precision bolt-action
sniper rifles which employ manual cycling in order
to drive extremely heavy springs (and hence produce
higher muzzle velocities).
Since the airsoft spring pistols are
inexpensive, they are suitable for beginners. However,
spring guns in the form of rifles are normally not
for beginners. A rifle shoots out a more powerful
force, sometimes stronger than airsoft electric guns
and gas airsoft guns. Some good airsoft sniper rifles
also uses spring as the mechanism. The long barrels
really boost the speed when firing a shot. Since snipers
do not engage in a field combat, airsoft spring guns
are suitable as snipers do not need to fire many rounds
of shots.
Gas Powered Airsoft Guns:
These weapons fire BBs using HFC 134 gas or Green
gas, also known as common propane, which is used in
most guns with metal slides (upper receivers). In
modern gas guns, this is usually a diflourothane or
tetraflourthane gas, similar in composition to Freon.
This is a liquid when inside its container, and remains
in that state when injected into the magazine of an
airsoft gun. When a valve on the top of the magazine
is tripped, some of this liquid is ejected as a gas
at high pressure and operates the specific cycling
mechanism of the gas gun. Gas powered Airsoft Guns
can typically be grouped into NBB (Non-Blow-Back)
and GBB (Gas Blow-Back) categories. NBB guns do not
feature a cycling bolt or slide while GBB guns have
some sort of moving bolt that realistically chambers
a BB from the magazine when cycled. Most NBB and GBB
guns come in the form of pistols, with detachable
magazines that contain both the BBs and the gas. Some
rifles and machine gun replicas are gas operated as
well, whether to take advantage of the realism afforded
by bolt cycling or to allow adjustable muzzle velocities.
The vast majority of all gas guns are produced in
Japan and Taiwan. Modern airsoft guns typically can
use both HFC134 and the more powerful green gas (propane)
and HF22. It is usually recommended that the weaker
HFC134 be used with Japanese guns and the stronger
HF22 be used with Taiwanese models, for reasons of
pellet velocity limitations and because Taiwanese
models are now often equipped with metal slides rather
than plastic (which is universal for Japanese guns),
meaning that they can take the higher pressure and
may not even cycle with lower-pressured gases.
Many older gas guns, now out of production,
use CO2 or HPA nitrogen through an external tank and
regulator. With the advent of electric guns, this
system has become very rare, due to the high cost
and instability of gas operation. But the level of
quality in construction has prompted many current
collectors and players to continue to favour these
'classic' airsoft guns.
Recently, players have begun to use
propane as a power source, which produces similar
results to Green Gas. Chemical composition of green
gas has been suspected actually to be either propane
or a fluoropropene. Additionally, new gas gun models
have appeared that are powered by standard 12 g CO2
capsules, either on a regulated external rig or build
into the magazine of the gun itself.
Gas guns generally require more maintenance than an
AEG or spring gun. This is because of all the seals
and valves required to hold the gas, and keep the
gun from leaking. They need to be lubricated frequently
to keep the seals from drying up and cracking. A small
solution to this is that Green Gas (HF22) has silicon
lubricant in it, therefore it keeps the gun lubricated
while using it. Gas guns also have certain weather
restrictions, they can be used in just about any weather,
however the colder it is outside the less efficiency
the gas will provide. Also operating the gun in the
cold could cause the valves on the gun and or magazine
to freeze and not be able to work until thawed out
again. That is typically why gas guns work much better
in warmer climates. In the long run, gas guns are
also more expensive than buying a spring gun or AEG
because you must continually buy more gas to power
it, and lubricant to keep it working well. As opposed
to AEG's which only require lubricant, and a battery
which can be recharged many times.
Automatic Electric Airsoft Guns:
Also known as AEGs, these weapons are powered by batteries
and an electric motor, which cycles an internal piston/spring
assembly in order to launch the BB projectile. These
are by far the most common Airsoft weapons 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 BB 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.
But it remains the general design common to almost
all modern AEGs (with the exception of the TOP machine
gun line).
In recent years, challengers to Tokyo
Marui from Taiwan and Hong Kong have begun producing
AEGs as well, emphasizing primarily on inexpensive
metal parts. Classic Army of Hong Kong and ICS of
Taiwan, who both have had long experience producing
aftermarket accessories and reinforced parts for Marui
AEGs, first began with versions of the Heckler and
Koch MP5, a model which Marui had produced for some
time. Both versions boasted metal receivers and parts,
with essentially the same internal design as their
Marui predecessor. And both initially suffered from
quality control issues which marred their brand name
for several product generations. Currently, both companies
have begun to branch out in different directions from
Tokyo Marui. The ICS M4/CAR-97 carbine features an
innovative swing-open gearbox and receiver and an
anti-reversal latch disengage built into the forward
assist button. The Classic Army CA33E replica of the
HK33E is a rifle model which Marui does not produce
at all. Quality control has appeared to have improved
as well on current models for both brands.
Electric motors generations:
EG560 1st Generation Tokyo Marui Motor.
No longer used, except for a specially tuned version
in the FAMAS.
EG700 2nd Generation Tokyo Marui Motor.
Standard in most guns
EG1000 3rd Generation Tokyo Marui Motor.
Higher speed motor than the EG700 motor, but with
slightly less torque. Widely accepted as the best
stock motor.
Airsoft Gun parts and upgrades
After a while most players begin to think about upgrades
and to improve their weapon. The first thought is
probably to increase the pellet velocity to gain extra
range. But the only weapons that need longer ranges
are rifles such as sniper rifles and the real normal
intention is to increase the durability and lifespan
of the weapon. Most players settle for merely increasing
the battery size and spring strength.
When an airsoft weapon is upgraded to
increase pellet velocity, the weapons lifespan will
decrease. The power of an airsoft weapon depends on
three things: the strength of the spring that pushes
the piston forward, the amount of air the piston compresses
and the precision of the barrel. When a weapon is
highly upgraded it becomes a specialised tool for
serious airsoft skirmish and to dryfire (i.e. without
pellets) puts an increased strain on the parts.
Always remember that upgrades can invalidate
warranty.
Spring:
There are two ways to measure how strong a spring
is compared to a standard spring. The Percentage system
and the Meter Per Second system. A standard AEG has
a pellet velocity of 90 m/s (100%) with a 0.20 g pellet.
A M100 spring increases this velocity to 100 m/s.
There are M100, M120, M130, M140, M150 and M160 springs.
The percentage system is harder to use since it doesn't
easily tell what the weapon will perform like. A very
powerful spring requires that the entire gearbox is
replaced.
Bearings & bushings:
The axles inside the gearbox are attached to the housing
by small plastic bearings and these will eventually
wear down. If these bearings are exchanged to metal
bushings or even ball bearings, the lifespan of the
mechbox will increase (almost double according to
many players). Ball bearings allow higher rates of
fire as well. Shims are thin metal washers added to
the axles that make sure that the gears in the gearbox
are precisely aligned.
Barrel:
A standard airsoft barrel often has an internal diameter
of 6.12 mm. If this barrel is exchanged for a precision
barrel with a 6.04 mm internal diameter the amount
of air that slips by the pellet reduces and the benefits
is that the pellet has less spread and about 5% to
10% extra velocity, depending on the barrel length.
The downside is that the barrel clogs up more often
when low quality pellets are used and has to be cleaned
more often. A longer barrel increases range, but the
barrel can't be too long since if the amount of air
in the barrel is more than the amount of air the piston
push forward, a vacuum will develop in the barrel
and the pellet will be sucked back with a big speed
reduction. There is a method called 'cratercutting'
that has the effect that just before the pellet leaves
the barrel the air slips by and cuts a hole in the
wall of air that is formed in front of the barrel.
This technique is normally used by players aiming
to increase the range of the weapon.
Battery:
If a battery's voltage increases, so do the rounds
per minute in an AEG motor. All standard AEG batteries
are 8.4 volts and the only difference between the
different sizes is that a large battery has a capacity
of 1300 mA·h, while the other small standard
batteries have capacity of 600 mA·h. This means
that a large battery will last for about twice the
amount of shots. Upgrades inside a gearbox often reduce
the rate of fire and if you then use a battery with
a higher voltage like 9.6 V or 10.8 V the rate of
fire wont drop as much or even increase. A higher
voltage also wears a motor down faster and more maintenance
is required. It is possible to use 12 V to power an
AEG but this isn't to recommend since the wear is
increase very much, the contacts in the trigger is
faster worn out and the overall lifespan is sharply
reduced.
A battery with a higher capacity (more
mA·h), will last longer on the field. An upgraded
weapon also requires more current and the amount of
shots that can be fired will decrease unless a bigger
battery (more charge) is used. The usual battery is
NiCd (nickel cadmium), but there is another type called
NiMH (nickel metal hydride). The NiMH usually has
a higher capacity (mA·h), but usually offer
less current and can't drive the larger springs (i.e.
M120). However if you do your research you will find
'high drain' NiMH batteries available as well. A 20
ampere or higher 'drain' is ample for most upgrades
on an AEG, and 30 A will drive even the highest powered
springs (M130+)
Gears:
The normal gears in a gearbox have an approximate
lifespan of 30,000 shots, and a new set of gears will
last longer since they are made from a material of
greater strength. There are sets that increase the
rate of fire but reduce the motor's power and there
are also sets that reduce the rate of fire but increase
the motor's power. The 'Helical Cut Gears' are a special
set that grip better between the gears and don't break
as easily as standard gears. The largest supplier
of upgrade and replacement parts is Systema.
Nozzle:
A small plastic or metal nozzle seals the space between
the air-piston and the BB pellet. This nozzle helps
to maximize the air-flow fed from the cylinder to
the barrel; therefore, reducing wasted air pressure
and resulting in a slightly increased pellet velocity.
Motor:
Most upgrades reduce the rate of fire. By switching
to a stronger motor the rate of fire isn't reduced
as much. An upgraded AEG should have at least an EG700
motor. The strongest motor is EG1000. All new models
that Tokyo Marui releases have EG1000 motors, but
many of the older models have EG700 or even EG560.
Not all AEG's can have a motor upgrade. If the original
spring isn't replaced with one stronger than M120,
the EG560 motor can take it. However, the battery
will probably have to be changed to a 9.6 V or even
10.8 V.
Piston:
With stronger springs and tighter barrels, the physical
strain on your piston and cylinder head increases.
A piston can be equipped with a 'silent' or 'anti-vacuum'
piston head. The silent piston head reduces the impact
the piston makes in the cylinder and also reduces
noise. The Anti-Vacuum piston head prevents the forming
of a vacuum in the cylinder - this means that the
barrel length can be extended without too much risk
of the 'dreaded suck'.
Mechbox:
This is a totally new mechbox with new and better
gears, stronger spring, nozzle and other improvements
(see below). This isn't a cheap upgrade but the durability
and lifespan increase and so do the pellet velocity
and overall performance. A new mechbox isn't available
to all models, like the FAMAS doesn't have an upgraded
mechbox. There are different versions of mechboxes
since they're used in different weapon models.
Quality control has appeared to have
improved as well on current models for both brands.
Version 1 is only used in FAMAS
Version 2 is the most common and is
used in M16, G3 and the MP5's
Version 3 is used in AK47, MP5K &
MP5K PDW and Sig SG550, Steyr AUG, 551 and 552 seals
Version 4 is only used in the PSG-1
and is semi automatic
Version 5 is used in the UZI and has
the recoil system
ersion 6 is used in M1A1 Thompson and
the P90
Resuming, the Mechbox is a completely
upgraded gear-box system, normally including:
Taper Spring
Spring guide
Air seal nozzle
Bore-up Cylinder set
Polycarbonate piston
All helical gear set super torque up
Oil-less metals
Cut Off lever
Selector plate
Tappet plate
Reversal stop latch
Stopper arm
Trigger
Switch Assembly
Reinforced anodised gearbox
Metal body:
Metal body upgrades are typically expensive, but the
increased durability, weight and a more realistic
appearance of the weapon are common reasons for upgrading
to a metal body. Recently, many manufacturers such
as Classic Army and ICS offer metal bodies as a stock
feature on some of their products.
Metal Hop Up:
HopUp is the ability of a gun to put backspin on the
BB as it leaves the barrel. This increases the distance
the BB will follow a straight trajectory before the
effects of wind resistance and gravity take over.
This isn't equipped in all guns but is a purchasable
upgrade.
BB's
The 6 mm BBs themselves are also produced in various
masses. Typically 0.12 g and 0.2 g BBs are used for
spring pistols; 0.2, 0.23, or 0.25 g for AEGs and
gas pistols; and 0.29 g, 0.3 g, 0.36 g, and 0.43 g
for sniper rifles. Steel BBs weighing up to 0.88 g
can also be used for target shooting, though they
are not common. Recently, airsoft guns in Japan have
been produced that are chambered for 8 mm diameter
pellets. For the most part, these new guns are replicas
of large calibre pistols and revolvers, partially
for the reason that a 6 mm pellet on these weapons
(ranging from .357 magnum and beyond) would be unrealistically
small. The 8 mm pellets and guns are still comparatively
very rare.
There have also been products made which
do shoot spherical BBs. The best known of these is
the Asahi 'Blade Bullet' BB, 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 premier 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.
BBs made of paint are available but
are incompatible with guns that have Hop-Up as they
break in the gun. Paint is very unpopular with airsofters
because it tends to stain gear and clothes. Players
that wish to use paint should check that it is ok
with their fellow playmates. Most people would suggest
you play paintball if you want to use paint BBs.
Pellet weights and their usage:
0.12 g Used by some gas and spring weapons. High velocity
and low stability
0.20 g Standard weight for most weapons.
AEG uses these or slightly heavier pellets
0.25 g Heaviest weight for standard
AEG, BlowBack and Spring guns
0.30 g Standard weight for most sniper
rifles
0.36 g Heavier pellets for sniper rifles.
Very slow but high stability
0.43 g For the highest level of upgrades
in spring and gas sniper rifles
Metal-coated and steel BBs are also
available, but to be used for target shooting only.
Graphite coated BBs are often used by snipers.
There is also available biodegradable
BBs (usually in 0.20 g and 0.25 g) and tracer BBs
(usually in 0.15 g, 0.20 g and 0.25 g);
Note: A recent study has shown that
while some BB's are biodegradable, it doesn't necessarily
mean it is environmentally friendly.
The majority of 'bio' BB's degrade into something
like styrofoam, which isn't biodegradable.
Less common weights:
0.22 g Western Arms BBs for their gas
blowback pistol series
0.29 g Maruzen’s BBs for their
APS series
Physics of Airsoft
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
400-500 ft/s (120-150 m/s) for single shot guns (sniper
rifles). Here are some common levels of airsoft gun
pellet velocity.
Unit equivalents
Pellet velocity 85 91 100 107 115 122
137 152 168 (m/s)
280 300 328 350 377 400 450 500 550 (ft/s)
Weight
0,12 g 0,44 0,50 0,60 0,68 0,79 0,89 1,13 1,39 1,69
0,20 g 0,73 0,84 1,00 1,14 1,32 1,49 1,88 2,32 2,81
0,25 g 0,91 1,05 1,25 1,42 1,65 1,86 2,35 2,90 3,51
(joules)
0,30 g 1,09 1,25 1,50 1,71 1,98 2,23 2,82 3,48 4,22
0,36 g 1,31 1,51 1,80 2,05 2,38 2,68 3,39 4,18 5,06
0,43 g 1,57 1,80 2,15 2,45 2,84 3,20 4,04 4,99 6,04
3,00 g 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
Performance:
For the sake of a relative uniform standard, the usual
BB mass used when determining pellet velocity is 0.2
g. 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 AEGs 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. Because of their low
mass, these BBs have very little kinetic energy on
impact compared to paintballs, ranging from 0.5 to
more than 6 joules (J). A typical paintball at 300
ft/s (90 m/s) produces more than 12 J. This makes
the sport arguably safer than paintball although protective
gear, especially for the eyes, is considered a requisite
for safe play.
The total kinetic energy of a body (muzzle)
can be considered (for non-relativistic mechanics)
as the sum of the body's translational kinetic energy
and its angular kinetic energy (also known as rotational
energy). It's normal to find airsoft - kinetic calculations
using only translational kinetic energy to simplify
formula use.
Hop-up (High Operation Power UP) - Bernoulli's principle:
Bernoulli's principle is a physical law that says
that if a bullet is given a backspin an overpressure
is formed under the bullet and an under pressure 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 up. If the Bernoulli principle
is equal to the effect of gravitation the bullet will
fly longer and straight until the bullet loses its
energy and the Bernoulli principle stops working.
A significant development that has since
been incorporated into almost all good quality mainstream
airsoft guns has been 'hop-up.' This is a simple rubber
piece around the chamber or rear of the barrel that
is thicker on the top in order to provide a backspin
on the BB as it exits. Consistent with Bernoulli's
principle, this causes air above the BB to move slightly
faster than the air below it, creating a measure of
lift. The practical effect of this mechanism is immediately
visible and quite effective. Using it can extend the
range of an airsoft gun by up to 50%. Some guns feature
an adjustment mechanism to increase or decrease the
amount of backspin, which allows fine tuning of the
lift generate to accommodate various BB masses. Hop-up
also means that certain BB masses will not shoot in
a relatively straight trajectory from certain guns
- the hop-up produces either too much lift (causing
the BB to 'float' as it flies forward) or too little
(causing a premature end to its flight). So in the
words of a 12 year old airsofter this means it puts
a spin on the BB to change the pressure on the top
and bottom to create lift.
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
(USA)
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
Render the gun inoperable by removing
and storing the battery away from the gun
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 specific 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.
Also based on internet searches, here
are some of the methods/criteria used by airsoft teams
to establish limitations (i.e. maximum pellet velocity,
minimum firing distance,...).
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's 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.
Regarding eye protection, all products
of this kind 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
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 otherwise display it.
This indicates that this person is now dead. This
method greatly reduces the number of arguments brought
about by people getting shot after they have already
been hit. Many airsoft organisations 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.
The time limit for the game expires
Only one team or player remains
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
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 35W instead of 10mW
LPD (Low Power Device)
is for Japanese use, they call it 'Mini
set'
20 Channels (422.0500 ~ 422.300 Mhz)
10mW 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 it's own functions, here is
list for a desirable Airsoft communications system
Tough rugged construction and shock
resistant
Ability to Work with either 'AA' alkaline
batteries, rechargeable Ni-Cd battery or Ni-Mh batteries
External speaker and microphone connector
Earpiece with PTT or throat microphone
Silent alert for discreet operation
(vibration system)
Illuminated LCD for night use
Battery indicato
Vox (voice activation) for hands free
use
Scanning ability to find other active
channels automatically
Voice Scrambling (normally between same
brand)
Minimum engagement distance
A minimum engagement distance is normally established.
Before firing at anyone within 10 feet or 3 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.
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 hag 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.
Game Variants
Last man standing (Ultimos homo statans)
All against all in a game often with limited time
and area
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' the Flag carrier has to return
the Flag to the enemy's base, if the Flag carrier
gets eliminated, before the Flag can be taken again.
Two bases one flag
In this game there are two bases, but only one flag
and that flag 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 chooses. 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 thru 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.
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 50x125 m is divided into
10 sectors, 2x5. The two teams should be big, 15-40
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.
CQB (Close Quarter Battle)
Indoor versions of many games. Often played in a big
house or in many houses.
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