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 CAT RULES AND REGULATION

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Join date : 2007-07-23

CAT RULES AND REGULATION Empty
PostSubject: CAT RULES AND REGULATION   CAT RULES AND REGULATION Icon_minitimeWed Aug 01, 2007 12:31 pm

The rules below are subject to modification without any prior notice.
Safety Rules
1 Gun Rules
1.1 Treat the guns as if these are real.
1.2 Consider every gun to be loaded, as such point these down to the ground or up at the ceiling.
1.3 Never point the gun at anyone/anything you do not intend to shoot.
1.4 Keep your fingers off the trigger until you are going to fire.
1.5 Be careful about what is beside or behind your target.
2 Basic Safety
2.1 No Real Steel Firearms or Weapons allowed
2.2 Wear your safety goggles at all times when in the playing zone.
No goggles, No play.
2.3 No one is allowed to play under the influence of alcohol or drugs
2.4 Avoid shooting anyone at close range. (See surrender below.)
2.5 Avoid head shots whenever possible.
2.6 Avoid blind firing. (Blind firing is defined as shooting without looking at what you are shooting at, like sticking your gun around the corner and shooting, not knowing if there is a person 5 feet away or not.)
2.7 Put your weapons on safety and remove the magazine when outside the playing area.
2.8 If a player is seriously injured during play, call a “cease-fire” or ask a marshal to call “cease-fire”.
2.9 Test fire your weapons only in the designated testing area.
2.10 Stop shooting immediately when the player acknowledges the hit.
2.11 Avoid hitting “dead men” as they exit the playing field.
2.12 Stop shooting when “GAME OVER” or a “CEASE-FIRE” is called.
2.13 No shooting in the presence of civilians (See civilians below).
2.14 No throwing of rocks or debris. You may injure someone inadvertently.
2.15 Avoid outside the playing area or areas higher than a single storey. You may fall and injure yourself (fatally).
2.16 No pyrotechnics during ACM games. (Some players use pyrotechnics to simulate flashbangs, grenades, or smoke screens.)
Conduct of Play
3 Game Control
3.1 The organizer and the duly designated marshals control the game play. They decide the type of game, the play area, when the game starts, and when the game ends.
3.2 Marshals shall, from time to time, rule players as “hit” or “out of bounds”.
3.3 If a marshal makes a ruling, it is final. That includes the determination of the adequacy of your safety equipment.
3.4 All newbies must attend the Safety Rules and Conduct of Play Briefing before being allowed to play.
3.5 The organizer reserves the right to refuse players into games from violation of any of the rules of Safety or Conduct.
4 One Hit Elimination
4.1 One hit eliminates a player from the game.
4.2 A direct hit on any part of the body, including clothing being worn, combat vests, backpacks, canteens or any other gear directly connected to your body is considered a valid hit.
4.3 Direct hits on headgear being worn or directly held by the player also warrants elimination. Exception is if a prop or some other device is supporting the headgear.
4.4 Gun hits do not count.
4.5 Shots that go through or penetrate cover is also considered a direct hit.
4.6 Shots that ricochet or bounce off other objects/players are not considered hits.
4.7 Knife kills count as hits (See knife kills below).
4.8 Friendly Fire counts as hits.
5 No hit calling.
5.1 A shooter cannot declare another player as hit.
5.2 A hit player must acknowledge the hit by calling out “HIT”, “DEAD” or “OUT” at least three times.
5.3 After acknowledging the hit, you must raise your gun over your head and proceed immediately to the Neutral Zone.
5.4 When trying to exit during a firefight, the “hit” player must continue holding his/her weapon above her head and shout “DEAD MAN COMING OUT!”
6 No Hostages
6.1 A player cannot hide behind a “dead” player, a marshal, or other non-combatants.
6.2 No engagements near delicate or valuable property
7 No holding or grappling
7.1 No rough physical contact between players
7.2 No holding on to your opponent or opponent’s gun
8 Surrender
8.1 When the target is close range and obviously without cover, ask them to surrender.
8.1.1 Suggested definition of close range
_______a. First Generation ACM (guns using Boy's gear box) 10 feet/3 meters
_______b. Second Generation (guns using plastic full size gear box) and Third Generation (guns with metal gear boxes) 20 feet/6 meters
8.2 If they do not immediately announce “surrender” or they move suddenly, as if to evade or fight back, you may open fire.
9 Knife Kill
9.1 Is a way of eliminating your opponent when in close proximity. Its advantage over calling for surrender is that it is silent.
9.2 A knife kill occurs when a player “taps” the opponent on any part of his body. When that happens the opponent is considered “dead”.
9.3 A “knife killed” opponent does not announce that he/she is “hit”, but raises his/her weapon over his/her head and proceeds out of the play area like any “hit” player.
10 No time outs
10.1 You cannot call time out or cease-fire if your weapon is malfunctioning or the player is reloading.
10.2 Such malfunctions must be overcome in the field. If a player opts to go to the neutral zone to correct the malfunction, that player is considered “dead’ and is out of play.
11 Dead men tell no tales.
11.1 If you are already hit, you are not allowed to communicate with other players still playing.
11.2 You can cheer from the sidelines, but no coaching is allowed.
12 Civilians
12.1 Civilians are all people not involved in the airsoft game.
12.2 If a civilian enters the play area, you are responsible to call for a cease-fire and inform all other players in the area that a civilian is passing through.
12.3 After the civilian has passed your position, call “civilian clear”.
12.4 When all the players in your area have called “civilian clear”, you may mutually resume game play.
12.5 If a marshal is around, the marshal shall be the one to declare the restart of game play.
13 Observe proper decorum (Addendum)
13.1.1 Treat women and girls as equals to the men and boys. As such, are entitled to all the courtesies and signs of respect due any other player in or out of the field.
13.2.1 No Swearing. or displaying of condescending attitudes and excessively rough behavior - These can cause problems in player-to-player relations, and may force the game organizers to eject the offensive individual(s) out of the game in order to maintain relative harmony.
13.3 Return all equipment or property borrowed or otherwise found out in the field. Finders should exercise good faith by announcing their find of leaving the item(s) in the care of game organizers or site custodian. No finders keepers.
13.4 No recruitment raids - It's unethical to attend someone else's game with the prime purpose of recruiting new members from the latter's ranks of players, initiates and visitors within the activity and venue.
13.5 Respect and take care of the playsite and its surroundings - Do not shoot, or cause damage or injury to birds, pet animals, livestock, decorative plants and flower, fruits on trees, planted crops, signage, houses and buildings, cars, or any piece of private property.
13.6 Learn, respect and follow the rules - These have been set down to give the best possible considerations for safety, realism, playability and fairness.

Conduct outside the game site:
14 Do not display your airsoft gun in public.
14.1 Your gun may be a toy, but it looks real. Because of this, care must be taken in handling it in public. There have been many incidents in the past wherein police have been called in because of the presence of "armed men". Please apply common sense.
14.2 Display of an airsoft gun is illegal under Letter of Instruction 1264. Under LOI1264, it is illegal to manufacture, import, distribute, sell or display "certain types" of toy guns. Airsoft guns have consistently been included as part of those "certain types".
14.3 Under the current rules of the PNP, airguns with diameters of over .22 caliber (approx. 5.5mm) are considered firearms. So technically, you can be arrested for illegal possession of firearms.
15 Do not wear Battle Dress Uniform (BDU)/Fatigues in Public.
15.1 It attracts unwarranted attention and can also lead to people calling in the police. It may also be considered a violation of Usurpation of Authority clause of Article 11, Section 1, Chapter 2, Title 4 of the Revised Penal Code, particularly if someone mistakes you for being military or police for wearing BDU or Fatigues.
16 Do not play in full view of the Public
16.1 Playing in full view of the public not only displays yourself in BDUs and your weapons, but may also create an illusion that there is some distrubance, illegal militia training or terrorist activity going on. If you do insist on playing in view of the public, don't be surprised if you are raided by the police or military.
“players”.
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CAT RULES AND REGULATION
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