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Airsoftis 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 and the Law:
It is our policy not to sell AirSoft guns to anyone under the age of 18.
No gun should be carried in a public place unless in transit, when it should
be unloaded and placed in a carrier bag.
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:
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:
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:
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:
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)
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
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.
External links
Airsoft Adventure
(http://www.airsoftadventure.co.uk)
- The airsoft equipment supplier of UK
Airsoft Retreat
(http://www.airsoftretreat.com)
- USA airsoft news, articles, discussion forums
Airsoft Core
(http://www.airsoftcore.com)
- Big Airsoft forum
Airsoft Guns
(http://www.airsoftgunhelp.com)
- Airsoft guide for new players. Also information about using military
gear.
Airsoft for rookies
(http://home.swipnet.se/~w-52892)
- A short handbook on the subject of Airsoft by Ronny 'Thinker'
Ohlsson
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