Post by Cowpie on Mar 3, 2013 13:04:21 GMT -7
Effective on the 3rd of March 2013 for all JTF events hereafter. As voted on in a meeting open to all members of the community. The JTF 208 community rules are as follows. Please take the time to read and be aware of these rules before attending events.
General Concerns:
1. Do not call opposing players hits. This is up to them to do, if they fail to do so then discuss it with an officer from TAC or AOA but never yell at or call an opposing player out. To do so is in poor sportsmanship, if they do not call the hit you may not be hitting them. Get another angle, get closer, or get some friendly forces and rain more BBs on the target, but do not call an opposing player out. If a game controller witnesses this he/she may penalize your team or remove you from play.
2. Do not cheat, players who are caught cheating may incur a penalty to their team, and they also run the risk of being banned from future events for a period of time or even indefinitely.
3. Players who attempt to steal, cause bodily harm, or otherwise break the law will be referred to local law enforcement officers and barred from future events.
4. Ranking players should recognize that JTF events are games. That means have fun, and do not let rank or the game control you or your actions.
5. Do not wear red clothing unless you are game control or you are dead. Any other Camo or civilian clothes are allowed.
6. Do not bring a real knife sword or other bladed object/weapon onto the field.
7. Do not bring live firearms onto the field prior to, during, or after a game.
8. If game controllers are in play they have the final say on anything pertaining to the game, be it the capturing of an objective, whether or not someone was killed by a grenade or other explosive, etc.
9. No blind fire. You must be able to see with your own eyes where your gun is pointed (no using mirrors or devices to shoot around obstacles).
10. From this date onward (3/3/13) you must be 16 years of age or older to play alone, if you are younger than 16 and wishing to play you must come with a parent who will remain on the field with you at all times. Failure to comply with this rule may result in removal from JTF events
11. If you show up late to a safety briefing and game briefing then there is a chance you may not play. If you show up late consult a veteran community member immediately for a rundown of the rules and scenario and you may then be able to play.
12. Respawns are a 100 yard no fire zone. Unless there is an objective confirmed in the area of a respawn i.e. the enemy team leader who must be captured in order to advance the game there is to be no "spawn camping" or engaging in the area of a respawn.
13. In the event that a game control official tells you to spawn back in a an area that is not used as your main or mobile respawn, treat the offer as a parlay. Move at least 20 feet from the area and call yourself back in.
FPS and Engagement distance:
1. The following are the FPS limits for the JTF 208 community (measured in .25s)
AEG (full auto enabled)-400 FPS
DMR (has full auto disabled and is not capable of burst fire)-450 FPS
Sniper (bolt action snipers)-500 FPS
2. Engagement distances are as follows
AEG/DMR -20 feet
Sniper- 75 feet
3. In order to assure compliance with these rules a random chrono will be done on all the airsoft replicas of 2 community members at every game. Failure to allow for your replicas to be chrono’d may result in removal from the event.
Eye Pro:
1. Eye protection must be worn at all times while in a playing area.
2. Eye protection must be form fitting or have a rubber/foam/soft material seal that closely conforms to your facial features. if you can stick your pinky between your eye pro and your face and your eye pro does not move, then you need to use different eye pro
3. Eye protection should be ANZI Z87.1 compliant or better. This standard can often be found on the packaging or eye protection itself, when in doubt test your eye pro (but not while wearing it).
4. Mesh goggles should be made from stamped steel and not deform from repeated close range hits. It is recommend players test their mesh goggles in a careful controlled environment before attending an event with this type of goggles/face protection.
Hits (and when to call them):
1. Every player must have and use a red rag to signify they are out of play. If you have a red rag out you must return to your respawn before you can take it off (unless you are in a parlay)
2. If you are hit in any body part it is a kill (unless playing with medic rules)
3. The host will determine if we are playing gun hits. If gun hits are in play then see Engineer rules on how to play with gun hits
4. Dead men don't talk, this applies to conversation both verbal (speaking) and non verbal (hand signals), you may resume speaking once you reach respawn.
5. If you SEE a bb ricochets off of a tree, tree branch, bush, branch of a bush, or any other form of cover and then it hits you, then you are not out
6. You must bring a red rag to the game and present it at the safety briefing when asked. If you do not have a red rag then you may be able to have one provided for you.
CQC (Close Quarters Combat):
1. Melee kills with a rubber knife or close combat weapon are allowed. A swiping motion, or tap on an opponent's shoulder, is allowed (and is considered a lethal kill). If you are killed by a melee weapon it is a silent kill.
2. Melee weapons may only be made of rubber, plastic or foam. They may not be Metal or carry an edge.
3. Stabbing motions with Close combat weapons are forbidden, as are motions towards the face, throat, or groin of any player on the field.
4. Sidearm pistols (that fire in semi only) and shotguns including those of the multi shot variety are allowed to be used in close combat within 20ft engagement.
5. Close combat kills are always lethal even if playing with medic rules.
6. When engaging in close combat be sure to aim for gear and chest hits, Never aim for the head, neck or face of the target.
7. Bang Bang; If a player enters a close range situation where firing his weapon could "result in unnecessary harm to an opposing player", AND he/she has the target "dead to rights," use the "Bang, Bang!" rule.
8. If a player says, "Bang! Bang!" to you, you should honor the kill and immediately pull out your red rag. Treat it as a lethal hit. Do not give away the source of the bang kill, IE: do not point out where the attack came from.
9. Bang Bang can only be used within the minimum 20ft, and you cannot Bang Bang multiple opponents. You also cannot bang bang someone through cover (hard or soft)
10. If two players encounter each other at 20 feet or less, with weapons raised and neither have advantage on the other. It is a parlay situation. One of the operators calls out parlay, both operators pull their red rags and move out of the minimum 20 feet engagement, and out of sight from each other. Then call set, stow their red rags and reengage from a safe distance.
11. Operators in Parlay are considered out of play. Any hits suffered while the battle is settled do not count.
Cease fire and Blind man:
1. When there is a incident such as injury, loss of eye protection, etc. then blind man is called, do not move, or shoot. Stand up and wait for game controller, the host, or the ranking members of each to sort the matter out.
2. When a cease fire or blind man is called echo it across the field so all present can hear it.
3. During a cease fire or blind man, no one other than Game Control or team leaders are allowed to move. A Cease Fire is not an opportunity to move to gain advantage on an opponent, relocate to a better position, reload, relay information on radios, or take an objective. All operators are to stay in position for the duration of the Cease fire. It is essentially a game pause.
4. In the event of a civilian or law enforcement official on the field call cease fire and drop your weapon in an area with all other players in your area. Move at least 20 feet from your weapon and await for a call for play to resume. Play will resume after a call of ready is echoed (at which point you may pick up your weapon and return to your position) after everyone is set (you will be allotted a minute or so for those handling the situation to return to their positions) there will be a call of game on (which you should echo) and you may resume play.
Medic Rules:
1. When playing with medics, a hit on the arm or leg will count as a wound.
2. Players must still yell hit, loud and clear, raising his/her hand in the air and pull out their red rag and take a knee. After the red rag has been placed on their head, they can then call for a medic.
3. Wounded players cannot move, speak, reload, or fire. However a medic can move the player, simply place a hand on the players shoulder and the wounded can move with the medic.
4. Wounded players may move out of the line of fire if they wind up wounded in the middle of an engagement area.
5. Being hit while wounded does not count, unless it's a grenade, explosive or knife kill.
6. The wounded operator has a 2 minute "bleed out" time for a medic to revive the player. However if a medic is not available or cannot reach the wounded player they may choose to simply die and return to respawn at any time.
7. To revive a wounded player the medic must reach the wounded and tie a bandage around the operator's arm. The operator is then back in play and any hit from then on is considered a lethal hit. Operators can only be healed once per life.
8. Medics cannot heal themselves, but a medic can heal other medics.
9. When a healed operator respawns be sure to leave the bandage at respawn/Fob so that medics can resupply.
Engineer Rules:
1. Engineers are responsible for the set up/dismantling of Explosives in scenarios (IED, C4, ect.)
2. The engineer is also the only person who can repair damaged weapons. The engineer simply takes the weapon, counts to ten and then the player can use the weapon as normal. Engineers may fix their own weapons
Grenade and Explosive rules:
1. No metal grenades, paintball grenades, or hard objects may be used. Only rubber, plastic, or foam style grenades will be permitted. Do not fill a grenade with rocks of items which may harm another player if the grenade is thrown at them. If you wish to use a grenade you will have to present it at the safety briefing and get an approval to use it (this is only for the first time you use the grenade)
2. Each player may carry as many grenades as they like
3. Only hard cover protects you from Grenade area effect. Hard cover includes a stone wall, a bunker, a building wall or similarly completely obscuring terrain. Trees, bushes, shallow ditches, and other players are NOT hard cover.
4. Hand grenades, explosives and rockets are considered Area effect weapons. Anyone caught within the blast radius is killed as all blasts are counted as lethal kills. Grenades have a kill radius of 15 feet. The kill radius of explosives is 20 feet, but this may change if a host states so in the game scenario.
5. All Grenades must be painted or marked with high visibility colors be it paint, or streamers. Red may not be used as it can be confused with a red rag in the heat of battle.
6. Mines and Booby traps: Spring loaded or gas powered BB grenades (BB showers) and mines are allowed. If a player is hit by a BB from such a device, it is considered a lethal hit.
7. Any kind of booby trap MUST be approved by Game Control or ranking members of BOTH teams prior to use at any event.
8. Explosives are counted as C4, Bomb vests, Satchel charges, claymores, ect.
9. The player at the center of the blast radius calls out all other players, regardless their side. This is the ONE exception to calling others out. Feel free to walk the distance out to see if other players are out
10. The blast radius of explosives as judged from where it lands, or is detonated.
11. Rocket and grenade blast radius is determined from the point at which it rests.
Suspensions:
1. The JTF community will utilize a suspension system rather than a ban system. This system encourages operators who have been suspended to improve their honor and character and return to the community over a period of time in order to show that they can be a valued member.
2. Those who are suspended from the community shall not attend a JTF game or event until their suspension has been served, upon the completion of the suspension time, the operator may return and play with JTF again.
3. Repeat offenses will result in longer suspension times.
4. JTF will strive to never fully ban an operator as this doesn't promote a healthy environment for the airsoft community at large.
General Concerns:
1. Do not call opposing players hits. This is up to them to do, if they fail to do so then discuss it with an officer from TAC or AOA but never yell at or call an opposing player out. To do so is in poor sportsmanship, if they do not call the hit you may not be hitting them. Get another angle, get closer, or get some friendly forces and rain more BBs on the target, but do not call an opposing player out. If a game controller witnesses this he/she may penalize your team or remove you from play.
2. Do not cheat, players who are caught cheating may incur a penalty to their team, and they also run the risk of being banned from future events for a period of time or even indefinitely.
3. Players who attempt to steal, cause bodily harm, or otherwise break the law will be referred to local law enforcement officers and barred from future events.
4. Ranking players should recognize that JTF events are games. That means have fun, and do not let rank or the game control you or your actions.
5. Do not wear red clothing unless you are game control or you are dead. Any other Camo or civilian clothes are allowed.
6. Do not bring a real knife sword or other bladed object/weapon onto the field.
7. Do not bring live firearms onto the field prior to, during, or after a game.
8. If game controllers are in play they have the final say on anything pertaining to the game, be it the capturing of an objective, whether or not someone was killed by a grenade or other explosive, etc.
9. No blind fire. You must be able to see with your own eyes where your gun is pointed (no using mirrors or devices to shoot around obstacles).
10. From this date onward (3/3/13) you must be 16 years of age or older to play alone, if you are younger than 16 and wishing to play you must come with a parent who will remain on the field with you at all times. Failure to comply with this rule may result in removal from JTF events
11. If you show up late to a safety briefing and game briefing then there is a chance you may not play. If you show up late consult a veteran community member immediately for a rundown of the rules and scenario and you may then be able to play.
12. Respawns are a 100 yard no fire zone. Unless there is an objective confirmed in the area of a respawn i.e. the enemy team leader who must be captured in order to advance the game there is to be no "spawn camping" or engaging in the area of a respawn.
13. In the event that a game control official tells you to spawn back in a an area that is not used as your main or mobile respawn, treat the offer as a parlay. Move at least 20 feet from the area and call yourself back in.
FPS and Engagement distance:
1. The following are the FPS limits for the JTF 208 community (measured in .25s)
AEG (full auto enabled)-400 FPS
DMR (has full auto disabled and is not capable of burst fire)-450 FPS
Sniper (bolt action snipers)-500 FPS
2. Engagement distances are as follows
AEG/DMR -20 feet
Sniper- 75 feet
3. In order to assure compliance with these rules a random chrono will be done on all the airsoft replicas of 2 community members at every game. Failure to allow for your replicas to be chrono’d may result in removal from the event.
Eye Pro:
1. Eye protection must be worn at all times while in a playing area.
2. Eye protection must be form fitting or have a rubber/foam/soft material seal that closely conforms to your facial features. if you can stick your pinky between your eye pro and your face and your eye pro does not move, then you need to use different eye pro
3. Eye protection should be ANZI Z87.1 compliant or better. This standard can often be found on the packaging or eye protection itself, when in doubt test your eye pro (but not while wearing it).
4. Mesh goggles should be made from stamped steel and not deform from repeated close range hits. It is recommend players test their mesh goggles in a careful controlled environment before attending an event with this type of goggles/face protection.
Hits (and when to call them):
1. Every player must have and use a red rag to signify they are out of play. If you have a red rag out you must return to your respawn before you can take it off (unless you are in a parlay)
2. If you are hit in any body part it is a kill (unless playing with medic rules)
3. The host will determine if we are playing gun hits. If gun hits are in play then see Engineer rules on how to play with gun hits
4. Dead men don't talk, this applies to conversation both verbal (speaking) and non verbal (hand signals), you may resume speaking once you reach respawn.
5. If you SEE a bb ricochets off of a tree, tree branch, bush, branch of a bush, or any other form of cover and then it hits you, then you are not out
6. You must bring a red rag to the game and present it at the safety briefing when asked. If you do not have a red rag then you may be able to have one provided for you.
CQC (Close Quarters Combat):
1. Melee kills with a rubber knife or close combat weapon are allowed. A swiping motion, or tap on an opponent's shoulder, is allowed (and is considered a lethal kill). If you are killed by a melee weapon it is a silent kill.
2. Melee weapons may only be made of rubber, plastic or foam. They may not be Metal or carry an edge.
3. Stabbing motions with Close combat weapons are forbidden, as are motions towards the face, throat, or groin of any player on the field.
4. Sidearm pistols (that fire in semi only) and shotguns including those of the multi shot variety are allowed to be used in close combat within 20ft engagement.
5. Close combat kills are always lethal even if playing with medic rules.
6. When engaging in close combat be sure to aim for gear and chest hits, Never aim for the head, neck or face of the target.
7. Bang Bang; If a player enters a close range situation where firing his weapon could "result in unnecessary harm to an opposing player", AND he/she has the target "dead to rights," use the "Bang, Bang!" rule.
8. If a player says, "Bang! Bang!" to you, you should honor the kill and immediately pull out your red rag. Treat it as a lethal hit. Do not give away the source of the bang kill, IE: do not point out where the attack came from.
9. Bang Bang can only be used within the minimum 20ft, and you cannot Bang Bang multiple opponents. You also cannot bang bang someone through cover (hard or soft)
10. If two players encounter each other at 20 feet or less, with weapons raised and neither have advantage on the other. It is a parlay situation. One of the operators calls out parlay, both operators pull their red rags and move out of the minimum 20 feet engagement, and out of sight from each other. Then call set, stow their red rags and reengage from a safe distance.
11. Operators in Parlay are considered out of play. Any hits suffered while the battle is settled do not count.
Cease fire and Blind man:
1. When there is a incident such as injury, loss of eye protection, etc. then blind man is called, do not move, or shoot. Stand up and wait for game controller, the host, or the ranking members of each to sort the matter out.
2. When a cease fire or blind man is called echo it across the field so all present can hear it.
3. During a cease fire or blind man, no one other than Game Control or team leaders are allowed to move. A Cease Fire is not an opportunity to move to gain advantage on an opponent, relocate to a better position, reload, relay information on radios, or take an objective. All operators are to stay in position for the duration of the Cease fire. It is essentially a game pause.
4. In the event of a civilian or law enforcement official on the field call cease fire and drop your weapon in an area with all other players in your area. Move at least 20 feet from your weapon and await for a call for play to resume. Play will resume after a call of ready is echoed (at which point you may pick up your weapon and return to your position) after everyone is set (you will be allotted a minute or so for those handling the situation to return to their positions) there will be a call of game on (which you should echo) and you may resume play.
Medic Rules:
1. When playing with medics, a hit on the arm or leg will count as a wound.
2. Players must still yell hit, loud and clear, raising his/her hand in the air and pull out their red rag and take a knee. After the red rag has been placed on their head, they can then call for a medic.
3. Wounded players cannot move, speak, reload, or fire. However a medic can move the player, simply place a hand on the players shoulder and the wounded can move with the medic.
4. Wounded players may move out of the line of fire if they wind up wounded in the middle of an engagement area.
5. Being hit while wounded does not count, unless it's a grenade, explosive or knife kill.
6. The wounded operator has a 2 minute "bleed out" time for a medic to revive the player. However if a medic is not available or cannot reach the wounded player they may choose to simply die and return to respawn at any time.
7. To revive a wounded player the medic must reach the wounded and tie a bandage around the operator's arm. The operator is then back in play and any hit from then on is considered a lethal hit. Operators can only be healed once per life.
8. Medics cannot heal themselves, but a medic can heal other medics.
9. When a healed operator respawns be sure to leave the bandage at respawn/Fob so that medics can resupply.
Engineer Rules:
1. Engineers are responsible for the set up/dismantling of Explosives in scenarios (IED, C4, ect.)
2. The engineer is also the only person who can repair damaged weapons. The engineer simply takes the weapon, counts to ten and then the player can use the weapon as normal. Engineers may fix their own weapons
Grenade and Explosive rules:
1. No metal grenades, paintball grenades, or hard objects may be used. Only rubber, plastic, or foam style grenades will be permitted. Do not fill a grenade with rocks of items which may harm another player if the grenade is thrown at them. If you wish to use a grenade you will have to present it at the safety briefing and get an approval to use it (this is only for the first time you use the grenade)
2. Each player may carry as many grenades as they like
3. Only hard cover protects you from Grenade area effect. Hard cover includes a stone wall, a bunker, a building wall or similarly completely obscuring terrain. Trees, bushes, shallow ditches, and other players are NOT hard cover.
4. Hand grenades, explosives and rockets are considered Area effect weapons. Anyone caught within the blast radius is killed as all blasts are counted as lethal kills. Grenades have a kill radius of 15 feet. The kill radius of explosives is 20 feet, but this may change if a host states so in the game scenario.
5. All Grenades must be painted or marked with high visibility colors be it paint, or streamers. Red may not be used as it can be confused with a red rag in the heat of battle.
6. Mines and Booby traps: Spring loaded or gas powered BB grenades (BB showers) and mines are allowed. If a player is hit by a BB from such a device, it is considered a lethal hit.
7. Any kind of booby trap MUST be approved by Game Control or ranking members of BOTH teams prior to use at any event.
8. Explosives are counted as C4, Bomb vests, Satchel charges, claymores, ect.
9. The player at the center of the blast radius calls out all other players, regardless their side. This is the ONE exception to calling others out. Feel free to walk the distance out to see if other players are out
10. The blast radius of explosives as judged from where it lands, or is detonated.
11. Rocket and grenade blast radius is determined from the point at which it rests.
Suspensions:
1. The JTF community will utilize a suspension system rather than a ban system. This system encourages operators who have been suspended to improve their honor and character and return to the community over a period of time in order to show that they can be a valued member.
2. Those who are suspended from the community shall not attend a JTF game or event until their suspension has been served, upon the completion of the suspension time, the operator may return and play with JTF again.
3. Repeat offenses will result in longer suspension times.
4. JTF will strive to never fully ban an operator as this doesn't promote a healthy environment for the airsoft community at large.