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Annexes to the Airsoft Game Regulations

06/09/2019

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ANNEXES TO THE GAME REGULATIONS OF THE CATALAN D'AIRSOFT FEDERATION

ANNEX I of the Laws of the Game of the Federació Catalana d'Airsoft

BASIC RULES FOR AIRSOFT GAMES

The Airsoft Games will be organized and played complying at all times and in full with the points of the Gaming Regulations of the Catalan Federation of Airsoft.

Before starting any type of game, the starting speed of the markers to be used must be measured using a chronograph (See Point 4 of the Regulations). Next, the type of game, its duration and the way to end it must be agreed, as well as the physical limits of the field of play and the eliminated area.

Any player who arrives in the game zone after the games have started must wait for the next game to join (in the eliminated zone), always leaving this point to the organizers.

At no time may the field of play be abandoned, giving the player who fails to comply with it as eliminated.

As a general rule, the game starts with one beep and ends with three beeps, or when the duration time ends, or when an agreed objective is met in advance. These conditions can be changed by the organization.

Elimination As a general rule, and unless the organization establishes other conditions, an impact is equivalent to the elimination of the player, even if it has been carried out by a player from the same side. Elimination impact is considered to be that which occurs on any part of the player, including scoreboards and equipment, except rebounds on hard surfaces.

Annexes to the Airsoft Game Regulations Regulations and legality

Balls that pass through leaves or bushes will not be considered rebounds, as well as balls that when touching an object between the two players slightly change their trajectory, but do not reverse the direction in which they were thrown.

Annexes to the Airsoft Game Regulations Regulations and legality

At the discretion of the organization, rebounding elimination impacts can also be considered.

When he receives an impact, the player will shout "VALE" or "REMOVED", he will visibly put a red rag on his head (or alternatively, on the marker's muzzle, if he has it raised during the journey), he will put the safety to the marker, and will go silently to the Eliminated Zone.

Once removed from the game, you cannot communicate with the other players, nor continue in the game area.

At the discretion of the organization, the status of "injured player" can be established, as well as the rules that regulate this condition (elimination, possibility or not of speaking, possibility or not of being moved by other players, etc.)

No simulation of elimination or “wounded player” status is permitted.

If you have been touched with a ball, do not hesitate, say that you are eliminated. A eliminated player must never remove his safety glasses or mask.

If the elimination occurs “silently” by physical contact (one player touches the other with the hand). The eliminated player must remain still and silent in the place where he has been eliminated, until the opponent moves away; at this time he will announce his elimination and will go to the eliminated zone.

When in doubt, you are removed. If you think you have been touched by a ball, but have not felt anything, consider yourself eliminated: it is likely that it has hit the vest, knee pads, boots, or other parts of the equipment, or that the balls have arrived with so little force that they did not you have felt the impact.

If you think you have touched someone, but you are not sure, do not accuse this person of cheating, possibly you have not impacted. If the situation is repeated on more than one occasion with the same person, or if you have been able to verify that you have touched this player and he has not “sung” the impact in bad faith, discuss this with the organization of the game or with the person responsible for your group. These will contact the person in charge of the group of the conflicting player and will take the appropriate measures.

As a general rule, the eliminated cannot leave equipment or markers, although the organization may decide to modify this point.

Special attention will be paid to everything reflected in points 1, 2, 3, 4, 5, 6 and 7 of the Laws of the Game of the Catalan Federation of Airsoft.Alternative Combat Rules

There are situations in which, by stealth or by being within a safe distance, removal cannot be performed using the marker, but by alternative removal methods.

Silent Elimination. Also called "Simulated Knife Removal." It occurs when a player on one side touches a player on the opposite side with the hand, or with a simulated rubber knife, always in a smooth and calm way. The eliminated player must remain in the quiet and silent place until the opponent moves away; at this moment it will announce its elimination, it will put the red cloth and it will go to the eliminated zone.

Voice deletion. Also called the "Bang Rule". This system is used ONLY to face a player who is less than five meters away, to avoid using the marker, as long as he is not in a situation that allows him to react. You need to point the marker at the player and yell "BANG!" or "PUM!" instead of using the marker. Only one player can be eliminated using this alternate combat rule. It is not allowed to eliminate by voice without having a marker in the hands that points to the opponent, or five or more meters from the player that we want to eliminate.

ANNEX II of the Laws of the Game of the Catalan Federation of Airsoft

TYPES OF AIRSOFT GAMES

Due to their characteristics, there are types of games that can be governed by special rules. The types included in this Regulation are:AIRSOFT GAMES "CQB"

CQB (Close Quarters Battle) is understood as the game that takes place inside buildings or in villages. In this type of games, due to the physical proximity of the players, the safety distance is reduced from 5 to 0 meters.Delimitation of the “CQB Zone”:

It is mandatory before the start of the game to delimit the CQB Zone.

In the event that the game takes place inside a single building, without using adjacent land, the CQB Zone will be only inside the building.

In the case of sets of buildings (town) with a distance between them of less than 10 meters, the CQB zone will be the town as a whole, as well as an outer perimeter of 5 meters from the town boundary that must be signposted. This is extendable to land where the field combines CQB play areas and open play areas (for example buildings in forest areas, or the like), a 5 meter perimeter should also be marked around the buildings that will delimit the “CQB Zone "

This delimitation allows players who are inside a building defending it, or outside it with the intention of accessing, to know with certainty which players can use the scoreboards automatically and who cannot; as well as the complementary security measures that must be put in place to access the interior of this area.Restrictions:

It is not allowed to use, at a safety distance less than that marked in point 4 of this Game Regulation, SUPPORT markers, SEMI-AUTOMATIC Sniper and CERROJO Sniper.Complementary security measures:

In order to avoid physical injuries, the protection set by the organization apart from the glasses (mask, helmet, thick clothing, etc.) is mandatory.

The organization of the game will ultimately decide if the protection the player is wearing is adequate or not, and therefore will allow him to play or not.

Due to the possibility of hitting yourself accessing buildings, it is mandatory in Airsoft games of the CQB type the use of a protective helmet, and the use of knee and elbow pads is recommended, to avoid major damage.

Complementary game rules for CQB type Airsoft games:

Inside the CQB Zone (Interior of town, interior of buildings and area of ​​5 meters of outer perimeter):

1. The use of a protective helmet is mandatory.

2. The use of complementary protection is recommended (thick clothing, mask, knee pads, elbow pads, etc.).

3. The safety distance is reduced to 0.

4. Only GUN, SHOTGUN, SUBGUN, and SPEARGUN markers can be used. (Maximum 350 fps) by players who are inside the CQB zone and use the marker on players who are also inside the CQB zone. THESE MARKERS MAY NOT BE USED IN AUTOMATIC.

5. Other marker types can only be used in games that include a CQB Zone when players:

They are outside the CQB Zone and use the marker against players who are outside the CQB Zone.

They are outside the CQB Zone and use the marker against players who are inside the CQB Zone at the safety distance indicated in point 4 of this Game Regulation.

They are inside the CQB Zone and use the marker against players who are outside the CQB Zone at the safety distance indicated in point 4 of this Game Regulation.

6. Only the markers authorized in point 4 of the FCA Gaming Regulations may be used automatically, as long as they comply with the provisions of point 5 of this annex.AIRSOFT GAMES "WITH SCRIPT"

Airsoft game “WITH SCRIPT” is understood as one in which a game script is used, which sets forth objectives and victory conditions for the opposing sides.

Objects can be used in a scripted Airsoft game or there may be characters that interact with other players and that involve carrying out specific missions that affect the final result of the game. The use of the mentioned objects, as well as the participation of the mentioned characters will be regulated by the organization of the game."HISTORICAL" AIRSOFT GAMES

Airsoft game “HISTORIC” is understood as one that is played following a game script set in a past warlike conflict.

To play this type of game, specific uniformity and equipment standards are required.

The Rules of uniformity, the equipment and the allowed markers, as well as other points that have to do with the historical setting are at the discretion of the organization of the game, but must always comply with the RRI of the FCA and the current legislation.

AIRSOFT GAMES "MILSIM"

Airsoft game “MILSIM” (Military Simulation) is understood as one that is played with a game script focused on simulating a military operation, which due to its duration allows initiatives to be taken outside the initial script, which does not alter its development by inclement weather, and that contemplates the use of specific game roles that play a special role in the game script (restrooms, controls, communications, etc.).

The toilet system to be used, the command roles, the limitation or not of balls per player, the requirements in terms of equipment and markers to use, as well as the use of vehicles and their interaction with other players, are aspects of the game script to be decided by the organization, but must always comply with the FCA RRI and current legislation.

ANNEX III of the Laws of the Game of the Catalan Federation of Airsoft

AIRSOFT MARKER TRANSPORTATION CARD

The objective of this transport card is to be able to identify the covers and / or boxes where the markers are transported, as indicated in point 5.1.1 of the FCA Gaming Regulations.

The transport card must be placed in a visible place in the case where the Airsoft marker is stored during transport.

The transport card is the property of the Federació Catalana d'Airsoft, and its use is only authorized to members of association members of the Federació Catalana d'Airsoft who can prove the status of federated Airsoft players.

The Catalan Federation of Airsoft reserves the right to act legally against natural or legal persons who make unauthorized use of the FCA transport card.

Annexes to the Airsoft Game Regulations Regulations and legality

ANNEX IV of the Laws of the Game of the Catalan Federation of Airsoft

MARKERS OF "SUPPORT" AND MARKERS OF "FRANCOTIRADOR"

In order to develop different game roles, there are markers with special characteristics. These markers have higher power limits and safety distances than the rest, but they must meet a series of requirements so that players can use them in Airsoft games.REQUIREMENTS TO BE FULFILLED BY MARKERS TO BE CONSIDERED AS “SUPPORT MARKER” OR “FRANCOTIRADOR MARKER”. The following markers will be considered as SUPPORT:

Those that have been conceived by the manufacturer as reproductions of Support Machine Guns, and therefore do not need any modification.

Those that have evolved from a kit that necessarily includes a bipod, large capacity magazine and long barrel.

To be considered a marker of support, it must necessarily be a reproduction of an existing weapon model that has this category. Markers that do not correspond to a real weapon model will not be considered support markers.

Once considered a marker as a SUPPORT MARKER, you can exceed 350 fps without ever exceeding 400 fps. From the moment it exceeds 350 fps, the minimum distance to use this marker will be 15 meters, that is, the markers considered “SUPPORTED” will have a minimum safety distance of 15 meters from 351 fps.The following markers will be considered SEMIAUTOMATIC SNIPER:

Those that have been conceived by the manufacturer as reproductions of semi-automatic Sniper Rifles, as well as reproductions of Select Shooter Rifles, and therefore do not need any modification.

Those that have evolved from a kit that necessarily includes a bipod, long barrel and specific stock.

To be considered a semi-automatic sniper marker, it must be a reproduction of an existing weapon model that has this category. Markers that do not correspond to a real weapon model will not be considered semi-automatic sniper markers.

Once considered a marker as a SEMI-AUTOMATIC SNIPER MARKER, it can exceed 350 fps without ever exceeding 450 fps. From the moment it exceeds 350 fps, the minimum distance to use this marker will be 20 meters, that is, the markers considered “DE SEMIAUTOMÁTICA Sniper” will have a minimum safety distance of 20 meters from 351 fps.

Semi-automatic sniper markers cannot be used in automatic shooting, even if they have this option. Failure to comply with this point will mean the immediate expulsion from the game and the opening of the corresponding informative / disciplinary file against the association to which the offender belongs.

The following markers shall be considered as a CERROJO FRANCOTIRADOR:

- All markers that correspond to select sniper or marksman weapon models, and that need to be manually mounted to fire, either through a bolt or through the marker loading lever. Markers that use an electrical system to be mounted cannot be included in this category.

Once considered a marker as a CERROJO Sniper Marker, you can exceed 350 fps without ever exceeding 550 fps. From the moment it exceeds 350 fps, the minimum distance to use this marker will be 30 meters, that is to say, the markers considered “CERROJO FRANCOTIRADOR” will have a minimum safety distance of 30 meters from 351 fps.

ANNEX V of the Laws of the Game of the Catalan Federation of Airsoft

STUDY OF RESISTANCE OF SAFETY GLASSES, ACCORDING TO EUROPEAN AND NORTH-AMERICAN STANDARDS

European standard EN 166 "Individual eye protection. Requirements ”of April 1996, states:

Category F: HIGH SPEED PARTICLES + LOW ENERGY IMPACT

Category B: HIGH SPEED PARTICLES + MEDIUM ENERGY IMPACT

Category A: HIGH SPEED PARTICLES + HIGH ENERGY IMPACT

Please note: If the symbols F, B and A are not common to the frame and lens of the eye protection equipment, the symbol corresponding to the complete eye protection will be the lowest of those that appear on its parts. For this reason, eye protection suitable for playing Airsoft games must have at least “B” marked on both the frame and the lens.Impacts

Four classes of mechanical resistance to shocks or impacts are established. Therefore, the eyepieces can be:

S * General or basic use. The maximum protection offered is the equivalent to an impact of a 43 g steel ball, dropped freely from a height of 130 cm.

F * High speed impact with low energy. In this case, the eyepiece is capable of resisting the impact of a 6 mm diameter, 0,86 g weight steel ball thrown at a speed of 45 m / second.

B * High speed impact with medium energy. The eyepiece resists the impact of the same projectile, but at 120 m / second.

A * High speed impact with high energy. The mechanical resistance is such that it does not break when the projectile reaches speeds of up to 190 m / second.

The EN 166 standard admits that universal rimmed glasses can withstand a maximum mechanical resistance corresponding to the degree of high speed at low energy. The integral mount ones have a maximum degree of protection from high speed to medium energy. Face shields are only supported when the risk of impact is equivalent to that of high speed with high energy.

According to the formula to calculate the kinetic energy of a body: (m * v ^ 2) / 2, this is the resistance of the glasses, according to its EN 166 approval:

F - 0,86 g -45 m / second ………. 0,870 Joules

B - 0,86 g -120 m / second …… .. 6,192 Joules

A - 0,86 g -190 m / second …… .. 15,523 Joules

And this is the power of a possible impact on Airsoft games:

0,20 g - 200 fps (60,8 m / second) …… ..0,370 Joules

0,20 g - 250 fps (76,0 m / second) …… ..0,580 Joules

0,20 g - 300 fps (91,2 m / second) …… ..0,830 Joules

0,20 g - 350 fps (106,4 m / second) …… 1,132 Joules

0,20 g - 400 fps (121,6 m / second) …… 1,478 Joules

0,20 g - 450 fps (136,8 m / second) …… 1,871 Joules

0,20 g - 550 fps (167,2 m / second) …… 2,795 Joules

As you can see only the glasses that have a "B" marked on the frame and eyepiece, they are suitable for playing Airsoft games safely. Game Regulations of the Catalan Federation of Airsoft Revised version November 2011

The North American Protection Standard, ANSI z87.1, from 2003, as in the European models, establishes a marking on the lenses that indicates the degree of protection:

- Basic: "Z87"

- High: "Z87 +"

These levels of protection have different testing requirements.

"Basic Impact" lenses must pass a test in which a 1-inch diameter (2.54 cm) ball weighing 43 g falls from a height of 50 inches (127 cm)

"High Impact" lenses have to pass a test in which a 1/4 inch (6.35 mm) and 0,86 gr. Steel ball. weight is launched at different speeds, depending on the type of lens:

Temple glasses: …………………… .. 150 FPS

Goggles (Goggles):… .. 250 FPS

Face shields (weld type): …… 300 FPS

This is the resistance of the glasses, according to its ANSI z87.1 approval:

Z87 + (temple style) - 0,86 g ……… 150 FPS ……. 0,89 Joules

Z87 + (motocross style) - 0,86 g… .. 250 FPS ……. 2,98 Joules

Z87 + (solder style) - 0,86 g…. 300 FPS ……. 3,58 JoulesAs you can see only the glasses that have Z87 + marking and are NOT pin are appropriate to play Airsoft games safely.

Annexes to the Airsoft Game Regulations Regulations and legality


Source: Catalan Airsoft Federation

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