1
Personal Clothing, Webbing And Armour
1(A) Clothing
1(A)(i)(a) Appropriate clothing and footwear is required. Military surplus kit of any pattern is suitable, if in good condition. Note that "trench coats", "ponchos" and similar voluminous garments are not suitable for use in the Combat Zone as they prevent the registering of successful hits. Extra clothing and footwear should be brought along to replace wet and muddy kit. Gortex or other water proof outer layers are very highly recommended. Thermal/jogging clothes are required as extra layers for cold weather use. Note your kit will be checked prior to entering the playing area to ensure that you are adequately equipped for the prevailing conditions. If not, you won't be allowed in to the field.
1(A)(ii) Hats and gloves must be worn when in the combat area, even on hot days, as close range BB strikes to exposed skin, knuckles or scalp can be very unpleasant and may cause minor injuries that can interupt the flow of play. This is especially important as we permit whole body targeting, and as many players will not engage targets lacking this basic protection, entering the field thus, can be construed as against the spirit of the game. We also encourage the wearing of helmets in the field, which aids in reducing the results of running into low flying branches etc. Full weight helmets are for game purposes by way of an incentive considered as "bullet proof", thus no in-character wounds can be sustained through them. However, the normal shock effects of crying out and falling over must be performed. This policy helps both your own health, as well as the pleasure of others, by avoiding any easily avoidable injuries that may interupt the flow of play. See also 1(C) below.
1(A)(iii) Note that only approved insignia and badges are to be worn on clothing or equipment used for CONTACT. All such insignia is available through the School at cost price or from numerous on-line suppliers. Please remember that the insignia worn during CONTACT actually means something in-character and has been earned through play. Therefore it is important not to use unauthorised and thus "meaningless" badges etc., as they will lead to false conclusions about you, the scenario, and the main plot.
1(A)(iv) Upon return from the battlefield you will be require to remove any potentially wet and muddy kit and change your footwear. This is done to keep the "function room" at the bunker clean, as it is sometimes needed immediately after our attendence for another event. This requirement has been integrated in to the plot as the "post-mission decontamination procedure", and is performed in a room set aside for the purpose. You should have alternative footwear and clothes for use in-base, these can be either combat style gear, or items more in keeping with your chosen role, for example, medical scrubs for surgeons, or lab coats for scientists and doctors . For those who wish it, there is an optional "regulation" dress/working military uniform available. Note that no other formal dress uniforms other than the approved pattern are to be worn without consultation with the School.
1(A)(v) At special events such as the annual Regimental Dinner, normally held in the February of each year, attendees are required to dress for the occasion in either the "regulation" Service Dress Uniform (SDU) or in the equivalent appropriate civilian garments, dinner jackets, bow ties, gowns etc, so as to generate the right formal atmosphere. If you do not as yet own such items, they can be easily and cheaply hired for the event. Please note that the Service Dress Uuniform has been designed not only to look good, but to be very inexpensive. Contact the School for details.
1(B) Webbing
1(B)(i) Webbing is the term used to cover the various pouches designed for carrying combat equipment in the field, such as magazine pouches and canteen covers or holsters for your weapons. They come in many different forms, some acceptable others not, consult the School for more details. With the exception of rucksacks, see 1(B)(iii) below, any hits registered on webbing causes a wound to the location covered. The wearing of unnecessary webbing constitutes cheating as it diminishes the chance of registering a hit*.
Note that the following rule "1(B)(ii)" is being partially suspended for 2008 as an experiment to gauge if with the current player base, the use of assault vests and chest rigs will adversly effect the conduct of battle. The results will be reviewed at the beginning of next year. Note however that the rules covering the use of "camel-back" water carriers still apply, so unless you have been given an exemption to wear one, don't. Please also take special note of the comment marked with an asterisk (*) underneath rule "1(B)(iv)" below.
1(B)(ii) The wearing of "Assault/Tactical Vests" and "Chest Rigs" by players is not permitted. Only players who for medical reasons need this type of kit will be allowed to use them. For example, where due to a back injury the required water ration needs to be more evenly distrributed via a flexible water pouch covering the back (the so-called "camel-back"). The reason for this ruling is that they diminish the chance of registering a successful hit by covering the upper body, which is in general the principle target location. Conventional "belt order" webbing is instead to be used. This typically consists of a belt to which pouches are attached, with a supporting shoulder harness to take some of the weight. Note that the US made TLBV-88 harness, which incorporates four magazine "pockets" in its design is acceptable due to its lack of coverage and thinness. This format of webbing puts the bulky kit around the waist leaving the upper torso clear, enabling hits to be felt. However, it is permitted to mount a small radio pouch on the harness at shoulder level. (see note above)
1(B)(iii) Thigh mounted holsters and other pouches are permitted, including shoulder bags, for example respirator cases or Claymore (mine) bags.*
1(B)(iv) Rucksacks may be worn only when absolutely essential, as they must count as "bullet proof" armour, due to their coverage and the impossibility of registering hits through them. Full rucksacks may be used as improvised baricades, providing cover from enemy fire.*
*Eccessive use or exploitation of the use of webbing and rucksacks to "protect" yourselves, will result in the re-introduction of the weight penalty system used in the '90's. This acted as a deterrant by equating them to packs with balistic inserts, rendering them bullet proof. For example a small rucsack typically just covering the back gained an extra 4.5kg/10lbs or more of dead weight.
1(C) Helmets And Armour
1(C)(i) Currently the only helmets and body armours approved for use in CONTACT without consultation are the full weight military issue types listed below. Note that these helmets maybe worn in the field, but that body armour is only authorised for on-base deployment.
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PASGTt: The older issue US "Personal Armor System Ground Troops" (PASGT) flak jacket and its matching helmet, also known as the "Fritz" due to it's resemblance to the World War II German steel helmet. There is a modern upgrade strap system made for this helmet however some players find it inconvenient when worn with a mask as it is designed to fit to the chin.
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MICH: The more up to date replacement for the PASGT Helmet, the "Modular Integrated Communications Helmet" or "MICH". Some players find the strap arrangement inconvenient when worn with a mask as it is designed to fit to the chin.
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M1: The old style US steel helmet (including variants) and its contemporary M52/M69 flak vests, as used in the Vietnam war.
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GR MKIV: The earlier issue Kevlar British Army flak jacket and GR MKVI helmet.
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The old British Army's version of the US Army M69 flak vest as used in the Northern Ireland campaign.
1(C)(ii) Other helmets and armours may be used after consultation with the School. Lightweight replicas are only acceptable on medical grounds, however these are NOT considered as bullet proof, their use is solely permitted for their safety applications.
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2
Mask Requirements
2(A) When in the Combat Zone, you must wear an approved full face paintball mask, such as those made by "JT", or their equivalent.
2(B) Masks must have full face and ear protection, with proper clear lenses. Note that simpler goggles or half masks, safety glasses and mesh type masks are not acceptable alternatives, due to the risks from head shots, and fragments from pyrotechnics and damaged BBs. Masks without ear protection may be permitted if sufficient alternative protection is being worn, for example: ear shell radio headsets.
2(C) For new players there are a limited number of the "JT" made protective masks available for hire from the School.
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3
Personal Weapons
3(A) You are required to provide all your own weapons, ammunition, batteries, gas, lubricants and all relevant accessories. Ammunition is normally available through the School. Arrangements can be made for new players to borrow weapons from other members on the understanding that if it is broken then the cost of repair or replacement is to be covered by the new player.
3(B)(i) With the introduction of the Violent Crime Reduction Act 2006 (VCRA) in October 2007, it is illegal to sell airsoft replicas to persons who are not registered with the UKARA (United Kingdom Airsoft Retailers Association) scheme.
3(B)(ii) Member to member sales may ONLY occur where the buyer is UKARA registered.
3(B)(iii) Your UKARA registration application form will ONLY be completed by the School, after attendance at your second CONTACT weekend event, or a minimum of three days play.
3(C) All weapons must be transported in a proper gun case. Guns must not be transported in their original packaging, unless this is a new weapon for which you do not as yet have a case. In these circumstances the box must be thoroughly covered so as to conceal its markings. Rubber combat knives or bayonets should be transported in your gun case and not mounted on your webbing until you are on site, unless the webbing is securely packed away out of sight.
3(D) All airsoft weapons must be provided with a proper muzzle cover or plug. Spares are available through the School. A purpose made muzzle sock, or even a baby's white sock is to be used when a Tracer Unit or simulated suppresser/silencer is fitted, or when no plug/cover is available. It is recommended that great care is taken not to lose these esential safety devices in the field, therefore it is further recommended that spares be carried in case of loss. In an emergency, a hat or a glove can serve as an improvised muzzle cover, see also sections 15 to 19 below..
3(E)(i) Any pistols and revolvers carried during the game as back up weapons MUST be kept in proper holsters and NOT in pockets or other pouches.
3(E)(ii) Due to the tiny size of the spare magazines for Automatic Electric Pistols (AEP), such as the Tokyo Marui made Glock 18c and the Berretta 93R, these magazines MUST be carried in proper pistol magazine pouches at a ratio of one magazine per pouch. The excess space must be padded out with karimat foam, to prevent loss and the insertion of additional magazines. This ruling is to prevent the excessive and unrealistic numbers of magazines being carried (it is in fact possible to put 6 AEP magazines in the space required for a standard gas pistol magazine).
3(F) Muzzle Flash Signature For Night Fighting
3(F)(i) All electric weapons must be fitted with a Marui made Full Auto Tracer unit during night fighting, for the purpose of providing muzzle flash. Note that electric pistols, plus any gas and spring driven weapons are exempted from this requirement. This unit must be carried with two sets of new (or fully charged batteries), that is 2 x 4 of AAA batteries. It is recommended that insulating tape is used to secure the battery compartment cover of the Tracer unit, to prevent its loss (Mk I model). It is not required that "tracer" ammunition is used, as they serve their function perfectly well with standard ammunition. This latter point may need to be reviewed for the new Mk II Tracer Unit which has yet to be tested.
3(F)(ii) If your Tracer unit malfunctions or you have not yet got one, a simple 10 Lumin bright torch, that is one powered by not less than a normal 3 volt battery (2 x AAA cells or bigger) fitted with a krypton/xenon bulb or a LED torch of equivalent performance, MUST be used instead to provide this muzzle flash each time you shoot. For example either the "Mini-Mag-lite" or Tokyo Marui's mock "tactical light". The latter being powered by 2 x AA cells and provided with a remote pressure switch is only as bright as a normal small Mag-lite torch (10 Lumins). It is NOT necessary to go to the expense of using a true "tactical light" in this role, which produce 20 to 65 Lumins, unless you already have one.
3(G) All grenade launchers designed to be weapon mounted, such as the HK AG36 and M203 series, must either be realistically attached to an appropriate weapon or propriotary frame/stock assembly. They may not be used independantly.
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4
Personal Props
4(A) Mock Medical Supplies
4(A)(i) When you are a new player the School will lend you a set of the crepe bandages as specified in the General Regulations for use as First Field Dressings (FFD). These MUST be returned at the end of the event.
4(A)(ii) After your first event, you will be required to provide your own set of these dressings, which are available through the School at a discounted price of £2.50 each.
4(A)(iii) Players taking on the role of Field Medics, may wish to acquire such specialised medical props as specified in the CONTACT Game Rules: 2006 Edition. A very limited supply of these items is available for first time players for loan from the School.
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5
Chronograph (Weapon Velosity Measuring Instrument)
5(A) The School will ensure that a chronograph is present at all its airsoft events, so that ALL weapons can have their velocities measured as part of the standard safety checks carried out by the School. See also Section 6 below.
(P)
5(B) The ownership of an inexpensive chronograph for personal use is highly recommended. If you own one can you please bring it with you as part of your standard kit, as more tools speeds the checking process.
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6
Weapon Performance
6(A) The following regulations are designed to make the playing experience as much fun as possible for ALL, while keeping the pain factor within sensible limits. The objective is to enable shooters to engage targets at point blank range (<1m) without restriction while employing any weapon. Consequentially for the majority of Automatic Electric Guns (AEG) we have sacrificed longer ranged play in favour of close range freedom of action by adopting the Japanese power limits, rather than going up to the current British level. With the higher powered (1J/100mps) automatic weapons used in the majority of UK skirmish sites, a "shoot-no-shoot" rule is sometimes employed at below 5-10m which would for us significantly interfior with the flow of play. Unless of course ALL players are prepared to accept a 30-50 percent increase in the pain threshold. At the date of publication, all the standard unmodified AEGs (Automatic Electric Guns) manufactured by Tokyo Marui of Japan, and other makers weapons bearing the "ASGK" mark, satisfy our requirements (<081J/<90mps/295fps). Note that those weapons marked "JASG", generally do not, as they are intended for target shooting, and likewise those of non-Japanese manufacture. You should check with the School before purchasing a weapon, to avoid disappointment. Be aware that it is generally possible to down-grade weapons by the use of a lower powered main spring such as the "M80" or the "M85" springs. The "M90" or heavier springs should not be used in AEGs. This is because springs gain 2-5% more power as they work harden in use. Airsoft suppliers normally offer an upgrade or downgrade service for around £20.00.
6(B)(i) The hitting power of a weapon is defined by its "Muzzle Energy" or "ME", which is the striking power of a single projectile or BB, expressed in "Joules" (J). This is a function of the speed of a BB of a known weight, measured as it leaves the muzzle of the barrel.
6(B)(ii) Standard Power weapons are limited to a maximum of 0.81J or 90 metres per second (mps)/295 feet per second (fps) with a 0.2 gram weight BB*.
6(B)(iii) "Bolt Action Rifles" which are Single shot manually operated
spring powered weapons
designed for long range sniping out to 50 metres, are limited to 1.215J,
that is 110mps/361fps with 0.2g ammunition (or 90 mps/ 295 fps with 0.3 gram ammunition (or 91.5 mps/300 fps with 0.29 Murazen made sniper ammunition, or 98mps/323fps with 0.25g ammunition).
6(B)(v) Heavy Machine Guns: are limited to the standard UK limit of 1J, that is 100mps/328fps with 0.2g ammunition. These weapons are granted this power advantage as they are designed for use in fixed emplacements mounted upon tripods or pintle mounts, and are therefore too heavy to be fired on the move. Their positions are often known, and placed so that they have clear and wide fields of fire, as their only advantage lies in their long range capability. Players directly assaulting them and trying to close to short range do so at their own risk. Crews operating such weapons are permitted to shoot at targets without additional restrictions, other than those that apply to all weapons.
Note that "out of the box" Marui AEGs run between about 80 and 87 mps, and MAEG's 70-75mps/229-246fps, depending upon gearbox and motor type, plus barrel length which vary between circa 100mm-550mm/4"-22". With use the springs work harden and the power will rise by 1-3mps/3-10fps. Therefore with the exception of upgrades intended to improve reliability and durability, no overt effort must be made to increase the power of your weapons, with the following exceptions:
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Long barrelled AEG "rifles" and "carbines", that is weapons with barrels over 300mm/12", may be tuned up to the maximum for the class (90mps/295fps). Shorter weapons designed for Close Quarters Battle (CQB) work, such as Sub Machine Guns (SMG) and Machine Pistols (MP) must not be modified from the stock level to raise their power.
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Bolt action rifles, designed as sniping weapons, can be upgraded to the 110mps/361fps limit, as they often are initially supplied with a lower power spring. NB: if you decide to upgrade, you will most likely need to invest in heavier duty internal components to avoid hardwear failiures or malfunctions.
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HMG (Heavy Machine Guns) will sometimes need up or down grading as appropriate to bring them to the 100mps/328fps 1J limit, depending upon the manufacturer.
6(C) The maximum permitted "Rate Of Fire" of a fully automatic weapon, which is the number of rounds shot over time, and known as either "ROF" (Rate Of Fire) or its "cyclic rate", and normally expressed in terms of "rounds per minute" or "rpm", is for an electric weapon 1,500 rpm, or 25 shots per second. The speed of unmodified gas powered automatic weapons normally used in the CQB role can sometimes be a little higher than this, but because of the lower power, the excess rate of fire is not of concern. Electric weapons are subject to this regulation because it is very easy to raise the rate of fire of these weapons by the use of larger and higher voltage batteries, speeds as high as 6,000 rpm have been achieved!
6(D) Please remember that certain exceptions to these rules may be made, depending upon circumstances. A "Personal Rulings Card" will be issued in this event, see the General Regulations, Section 7:
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7
Weapon Testing
7(A) If the weapon has a "HOP UP"* mechanism, then one or more magazine fulls of BBs (40-80 rounds each for electrics) should be shot through the weapon to warm up the HOP first. If the HOP is of the adjustable type, these rounds can be used to set the HOP to its ideal position, thus sending the rounds to their maximum range. Then with the use of a chronograph to measure individual velocities, the average velocity of twenty or more rounds is calculated, thus allowing for variations in the actual diameter and weight of the ammunition, air temperature, humidity and fowling of your weapons barrel. Note that for all weapons other than those defined as for "sniping", must be tested with a good quality 0.2 gram standard round, while sniping weapons should be tested with either 0.3 gram or 0.29 gram ammunition.
*Most but not all airsoft weapons have either a fixed or an adjustable "HOP UP" mechanism, which is a device that applies pressure to the top of the BB just before it is shot up the barrel, which gives it back spin and acts as a better seal, so as to increase range. Their performance varries according to the shooting conditions, and therefore adjustable HOP's are considered more useful, but tend only to appear upon more expensive weapons.
7(B) To calculate the actual muzzle energy of your weapon, it is done by taking the average velocity of these test shots, and then using the formula; E=1/2M(V2), where the average energy (E) of your weapon, expressed in Joules (J), is equal to half the mass (M) of the BB used in kilograms, multiplied by the square of the average velocity of your test shot, measured in metres per second. Thus a 0.2 gram BB produces 1J at 100 metres per second or 328 feet per second. Because of the use of 0.2g ammunition, simply squaring the velocity and reading the result as either "0.x" will give the correct result. With 0.3 gram ammunition, you will need to multiply this result by 1.5 or 1.45 for 0.29g ammunition to arive at the energy for your sniping rifle.
7(C) The Rate Of Fire of an automatic weapon can these days be measured by airsoft specific chronographs. Alternatively it can be calculated by using a stop watch to time the discharge of a magazine full of BBs, then dividing the number of rounds shot by the time taken in seconds, then multiply the result by sixty to give the rpm. Unmodified Marui electric weapons are designed to run at between 700-850 rpm with a 8.4 volt battery. You can, if you wish to risk your gear box and motor, use a 9.6 volt battery to raise your rate of fire. There are 10.8 and 12 volt batteries on the market, but I do not know if when using it your weapon will exceed 1,200 rpm. On the other hand you can slow your weapon down by using a 7.2 volt battery to better control ammunition consumption. The standard TOP manufactured M60 machine gun produces 1,080 rpm with its 9.6 volt battery, and the Classic Army made M249 achieves 1,200rpm. You really don't need any more than that, I hope!
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8
Ammunition And Gas
8(A) Standard weapons, may only use ammunition up to 0.2g in weight. Manually operated single shot sniping weapons may use up to 0.3g ammunition. No heavier ammunition is to be used.
8(B) It is not permitted to use ammunition with a metal coating or containing pyrotechnic compounds, such as "Thunder Caps". Tracer ammunition is perfectly acceptable, indeed for night fighting it is preferred, but NOT required. NB: tracer ammunition is coated with a luminescent non-pyrotechnic compound that emits light after passing by a strong light source, such as the white strobe light in the Tokyo Marui made Full Auto Tracer Unit.
8(C) Whenever possible, it is preferred if players would use biodegradable ammunition, which is obviously subject to availability.
8(D) Under normal circumstances only standard type "HFC 134a" gas, such as "Gun Gas" as made by Tokyo Marui is permitted for use in gas powered weapons. However during events conducted in very cold weather where HFC 134a does not perform adequately, then the so-called "Green" or "Red Gas" or other high powered gases such as "Toy Jack" or "American Eagle" can be used or blended in with the HFC 134a, but ONLY if the resulting weapon power limits are satisfied.
8(E) All gas is to be handled with respect and treated as inflammable, regardless of labelling to the contrary. Both gas and weapons alike should be stored well away from direct sunlight and other heat sources. Note that warming gas canisters by any other method other than body heat, is not permitted.
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9
Weapon Feeds
9(A)(i) ONLY "standard" capacity/"Lo-cap" magazines (28-90 rounds depending upon model) are permitted for use in Automatic Electric Guns (AEGs), as specified in the chart at the bottom of this section. However, note also that magazines with less than the standard capacity are perfectly acceptable for use, e.g. the "Star" made "Real-Cap" disposable magazines.
9(A)(ii)No "Hi-Cap" or unmodified "Mid-Cap" magazines are permitted. Hi-Cap magazines do not use a spring feed, employing instead a mechanical or electro-mechanical feed with extreme capacity. Mid-Cap magazines, which use a spring feed like a standard one, use an arrangement that normally doubles their capacity. These Mid-Caps may only be used, after their capacity has been reduced to no more than that of the standard type with the following exceptions:.
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A 30 round sized magazine of larger than 70 rounds actual capacity made for the H&K G36 series of weapons, can be used with it's capacity reduce to a maximum of 70rds. This is permitted because the original standard Tokyo Marui made magazine for this weapon has a capacity of only 50 rounds, yet it is 50% thicker than the standard M16 68rd magazine.
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The 40 round sized magazine holding 100rds made by STAR specifically for the H&K MP7A1, as it is precisely twice the size of the 20rd TM magazine that holds 50rds. This is being permitted as the MP7 is the first of the new generation of low powered "Micro" AEGs, shooting at no more than circa 0.5-0.57J/70-75mps/229-246fps. NB: The following model the Vz61 Scorpion's 58rd magazine is considered as adequate due to it's being a 20 round sized model. However, as and when a similar larger magazine becomes available for the TM MAC-10, it to will also be considered for approval.
9(B) The ONLY high capacity feeds permitted for use, are the integral hopper feed mechanism of the TOP made M60 series and the various full sized 100 round 5.56mm/7.62mm style power box feeds (1,200-1,500 BBs) for the various makes of M249, M240 and M60 light machine guns. The 190 or 300 round clockwork M16 type hi-cap magazines which can be fitted to the M249 are not to be used. However, there is no problem in using the standard 68 round M16 magazine with the M249 or any other "real capacity" magazines (like those made by Star).
AEG & MAEG Magazine Capacities
The table below lists all the currently available Tokyo Marui made Automatic Electric Guns (AEGs), and their range of Micro-AEGs (MAEG), plus a few models of other manufacturers. in the first collum, the second shows the capacities of the "Standard" or permitted "Mid-cap" magazines available for them, and the last collum lists the High Capacity variants for information only. Some entries have a superscript number leading to a footnote at the bottom of the table providing clarifications. The figure in brackets following each entry is the true capacity of the "real" magazine for the weapon represented for comparison, both as a guide to it's relative physical size, and by way of information for those of you unfamiliar with genuine firearms. The majority of other makes of AEGs are designed to accept TM's magazines, and other magazine makes tend to follow the TM pattern. Note that the various unmodified "mid-cap" equivalents of these magazines hold around twice that of the standard models. Weapons marked with an asterisk are not of TM manufacture and are included here due to their popularity. Their makers name appears in brackets, either in full, such as "STAR", or as an abbreviation such as "CA" for Classic Army and "KA" for King Arms. Weapons are listed in the order in which they appeared on the market.
Weapon
|
Standard (Real)
|
Hi-Cap (Real)
|
H&K MP5 Series
|
28 (15) 50 (30)
|
200 (30) 240 (2 x 15 bi-mag)
|
M16 & M4 Series
|
68 (30)
|
190 (20) 300 (30)
|
AK-47 Series
|
70 (30)
|
600 (30)
|
H&K G3 Series
|
15 (5) 70 (20)
|
500 (20)
|
SIG 550 Series
|
43 & 60 (20)7
|
220 (20)
|
FAMAS Series
|
60 (25)
|
300 (25)
|
Steyr AUG Series
|
80 (30)
|
330 (30)
|
UZI
|
40 (25)
|
220 (30)
|
FN P90 Series
|
68 (50)
|
330 (50)
|
H&K G36 Series
|
50 (30)
70 (30)1
|
330 (30)
|
M1A1 Thompson
|
70 (30)
|
470 (30)
|
M14 Series
|
70 (20)
|
470 (20)
|
Type 89 Series
|
69 (30)
706 (20)
|
300 (30)
|
H&K MP7A1
(MAEG)
|
50 (20)
100 (40)2
|
190 (40)
|
VZ61 Scorpion
(MAEG)
|
58 (20)
|
3703
|
Ingram MAC-10
(MAEG)
|
65 (30)
|
470 (30)
|
*FN SCAR-L (STAR or CA)
|
1404 (30)
|
300 (30)
|
*FN SCAR-H (STAR or CA)
|
1805 (20)
|
380 (20)
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*FN FAL/SLR (STAR or KA)
|
90 (20)
|
470 (20)
|
AK74MN
|
74 (30)
|
480 (30)
|
M4 SOPMOD series
& SCAR-L series
|
82/308 (30)
|
430 (30)
|
SCAR-H Series
|
90/209 (20)
|
540 (20)
|
Notes:
1. This is a 100 round mid-cap magazine (as made by the MAG company) modified with a reduced capacity for use in CONTACT, or it's equivalent.
2. This is the ONLY unmodified mid-cap magazine which is allowed for use in CONTACT. It is specifically made for use with the MP7A1. The magazine is made by STAR and is twice the size of the 50 round pistol sized standard magazine supplied with the Marui gun.
3. No known real world counterpart.
4. The STAR made SCAR-L can accept the standard TM made M16 68rd magazine. The 140 should not be used without reducing it to no more than 70 rounds.
5. The SCAR-H magazine will need to be reduced in capacity from 180 to no more than 90 rounds.
6. The short 70 round capacity magazine is not permitted for use in CONTACT, with reducing it's capacity to no more than 45 rounds.
7. The 60 round magazine is the original edition, while the 43 round version is the current production model. It differs in that it has 20 dummy 5.56mm rounds within it's transparent body, to make it look more authentic. Both are acceptable.
8. These Marui made 82 round magazines are configurable to hold only 30 rounds. As this weapon system does not suffer "drop out" problems (unspent ammunition lost upon removal of the magazine), all rounds stored in the magazine can be fired.
9. These Marui made 90 round magazines are configurable to hold only 20 rounds. As this weapon system does not suffer "drop out" problems (unspent ammunition lost upon removal of the magazine), all rounds stored in the magazine can be fired.
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10
Sights, Torches And Lasers
10(A) Sights and binoculars or any other optical aids that require you to remove or modify your mask to enable you to use them, are NOT permitted. Therefore ALL sights and the like MUST be capable of being employed while still continuing to wear your standard mask*.
*Note that building "night vision goggles" in to your mask is not acceptable, unless you are able to lift them out of the way without loosing eye protection, subject to approval by the School. This is because NVGs, have a very narrow field of view, and in real deployment, they are not in continuous use, as the wearer has no perifaral vision, putting them at risk in most environments.
10(B) No laser devices, like pointers or laser aiming aids, that emit their light towards the enemy are to be used. Laser illuminated holographic sights (Bushnel/Eotech Holosight) are however permitted.
10(C) Torches
10(C)(i) The power of torches for game use are restricted as shown below. There power is measured in "lumens". As a guide a typical military right angle two D cell (3 volt) torch with standard bulb produces about 10 lumens, and 20 with a krypton bulb. While a six D cell (9 volt) type Mag-lite with krypton/xenon bulb produces 60 lumens.
10(C)(ii) Tactical Lights, that is torches mounted on weapons for aiming and navigation in combat, are NOT permitted to exceed 65 lumens. For example the specially focused "Surefire" 6P and L60 6 volt series are acceptable, while the 9P and L90 (9 volt) models are not. Note that the various Surefire cloans are to be treated the same as Surefire lights. The low powered 3 volt Mag-lite like Marui tactical light is perfectly fine.
10(C)(iii) Work/Duty Lights: No torch greater than 150 lumens may be used as a general purpose work light, "Surefire" 9N models are acceptable, but "Tracer Lamps" are not. These torches are NOT to be mounted upon weapons.
10(C)(iv) Ambush/Flood Lights: there are no restrictions on power in these roles, however such lights must be positioned in fixed emplacements so as to shed their light downwards ONLY. They are NEVER to be used directionally as a search light, with the exception of in a genuine emergency situation.
10(C)(v) Flash guns may not be used in night fighting except for pre-arranged and choreographed photographic sessions.
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11
Fragmentation Grenades And Alarm Miness
11(A) Fragmentation Grenades
11(A)(i)If you choose to buy and use the standard commercially manufactured pyrotechnic paintball/BB "fragmentation grenades" which are supplied to you through the School, you must note that they are for use in specific combat areas ONLY (due to their noise and fire risk), check with the event organiser prior to deployment.
11(A)(ii) On those occasions when the moulded paper bodies are supplied to us without any paintballs or BBs within them, and fitted with a 6 mm hole in their base to enable you to load your own "fragments", you may use:
11(A)(ii)(a) Chick Peas: being the least expensive and the most environmentally friendly fragment load. These have to be loaded either by hand or using a funnel. These are normally available through the School or your local supermarket.
11(A)(ii)(b) loose BB ammunition (maximum capacity 550 rounds), which can be done either by hand, loading tube or mechanical/power loader. When available you must use LIGHTWEIGHT (0.11 to 0.15g) biodegradable BBs.
You can also use "tracer" ammunition, or use them empty if you wish, as "stun grenades". NB no special effect is assigned to these empty blast grenades above their surprise factor.
11(A)(ii)(c) Under no circumstances are you to load any other substances including paint balls, into these devices.
11(A)(iii) You may use a couple of turns of paper masking tape to re-enforce the seam holding the two halves of the body together, to prevent premature splitting, and a small tab of tape can be used to seal the loading hole, but other than these additions, the outer shell must otherwise remain unmodified, with the exception of markings.
11(A)(iv) Note that as of this date the specified fuse time is 4.5 seconds.
11(B) Alarm Mines
11(B)(i) It is permitted to set up and abandon electronic audio/visual intruder/rape alarms, with remote sensing activation, such as passive infra-red (PIR). Trip wires are NOT permitted.
11(B)(ii) If the unit has a strobe flasher, a red filter should be fitted. This is because unlike a normal strobe light used as a beacon, this device will surprise its victims, risking instant loss of night vision which may lead to an accident.
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12
Other Prohibited Accessories
12(A) NO weapons other than those specified below are to be fitted with a functional suppresser or silencer. The following exceptions are sold with a silencer and are allowed to be deployed as "special weapons":
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Tokyo Marui Mk23 SOCOM gas pistol.
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Tokyo Marui VSR-10 G-Spec spring powered sniping rifle
12(B) The Crab Apple Works (CAW) made "Mini Launcher", popularly known as "the brick", and the CAW made snub barrelled and stockless M79, 40mm Grenade launchers, nick named "the pirate pistol", are not permitted for use, as they are considered as grossly unrealistic. However as the latter item was known to have been built as a one off special during the Vietnam War, an exception has been made for the one example currently in service within the game. This weapon does NOT constitute a precedent.
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13
Use Of Masks
13(A) Unless otherwise briefed safety masks MUST be put on automatically prior to entering, and never removed while remaining inside a Combat Zone.
13(B) You may enter the Combat Zone without your mask on, when you are part of the ONLY group within that zone, and all weapons have been confirmed as safe, for example when moving in to the zone to conduct training. If anyone gives the signal "MASK UP" or "MASKS ON", then you MUST comply immediately. ONLY after everyone is confirmed as "masked up", can the "GO LIVE", "LOCK AND LOAD" or "GAME ON" signals be given. See Section 21: Summary Of Extra Signals below.
13(C) Only after the GAME OVER signal has been given and ALL weapons within the playing area have been confirmed as SAFE, then and ONLY then can a Weapons Officer give permission to remove your mask, by giving the "MASKS OFF" signal. If there is any possibility that there may be a "live" weapon in the Combat Zone, then masks may not be removed, until you reach a Safe Zone.
13(D) When "dead" or "unconscious", ensure that you lay on your back and place an arm or item of equipment across the bottom of your mask to prevent stray rounds striking your face from below.
13(E) In the event of your mask becoming fogged up while in the Combat Zone, use the following drill to clean it:
13(E)(i) tell your team members that you need to perform the "De-misting Drill", they should then screen you, or when on your own you should find protective cover and/or face in a safer direction
13(E)(ii) crouch down and tuck your chin down, while closing your eyes as you insert a cloth to wipe the lens from beneath
13(E)(iii) ONLY after having removed your hand and having replaced your mask should you open your eyes to inspect the lens.
13(E)(iv) repeat as necessary. Upon completion advise your friends that you have finished.
13(F) You should note that if you are shot while performing the de-misting drill, or when screening someone else who is performing it, the hit IS considered as legitimate. However deliberately engaging targets performing this drill is against the spirit of the game, as is employing it as "cover".
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14
Weapons Handling And Shooting
14(A) Under NO circumstances what so ever are you to treat your weapons casually or as toys. They are perfectly capable of blinding or deafening you or your fellow players permanently.
14(B) To prevent "negligent discharges" (accidental shooting of a weapon), do NOT casually "finger" (play with) the trigger or safety catch of your weapon at ANY time. Strikes from such discharges count as legitimate hits.
14(C) Note that airsoft weapons maybe capable of shooting without you actually depressing the trigger, therefore do NOT "muzzle sweep" your fellow players, that is allow your weapon to point at them unless you actually intend to shoot them during play. It is good practise not to point weapons at other people, even in jest, so as to enhance both safety and realism.
14(D) NO weapon is to be propped upright against a wall or similar object at any time, they must be laid flat or carried. Players or property maybe damaged by a falling weapon, and a Negligent Discharge may occur. The ONLY exception being when stowed in a purpose built vertical weapons rack. When weapons are laid down in the field, it should be abutted against an obsticle such as a log or the like, to reduce the chances of it being trodden on. Wherever possible when you need to perform work without your weapon, it is best given to another person who can take responsibility for it.
14(E)(i) While in a Safe Zone, magazines may be charged and gas reservoirs filled. However, magazines must not be inserted into weapons, or feed tubes connected. Batteries can be installed in non-hopper fed weapons. Gas grenades may ONLY be gassed and loaded within a designated Armoury Area, wherein all persons are wearing masks or safety/shooting glasses. After loading grenades must be either stowed in pouches or protected with a safety sock. See the Weapons Safety Drills below.
14(E)(ii) When not in a Combat Zone, if it is necessary to remove the muzzle plug/cover, or the saftey sock of a weapon for the purposes of maintenance, this should be done in a designated Armoury Area, wherein all persons are wearing masks or safety/shooting glasses. They MUST be replaced immediately upon completion of the said maintenance. Revolvers MUST have a cord tied around the frame so as to prevent the acceidental closing of the cylinder during maintenance. When performing maintenance on weapons without muzzle covers, great care must be taken in weapons handling, so as to allay any potential fears of other players within the area. Keep the barrels of such weapons pointed away from other players.
14(E)(iii)You may ONLY conduct a test of your weapon in the Safe Zone with the permission of a Weapons Officer. Make your request by loudly stating "TEST FIRING?", and ONLY when you recieve the okay, may you then discharge it into a strong sealed bag, such as a rucksack. Note that you may NOT remove the muzzle plug/cover or safety sock. If you need to do this, go to the designated Armoury Area, Shooting Range, or if available the Combat Zone.
14(E)(iii) ONLY when in a combat Zone/Range will the instruction "GO LIVE" be given by the mission leader or a designated Weapons Officer, permitting the unplugging of barrels, the loading of magazines/cartridges into weapons and the insertion of batteries in to hopper fed weapons, the cocking of spring guns and finally the unlocking of safety catches. Sometimes the other traditional order "LOCK AND LOAD" instead is used, but it means the same thing for our purposes. At this point weapons are free to shoot.
14(F) Do NOT shoot at the head of an opponent, unless they present you with no other available target. If you would rather not be shot in the head, ensure that your opponents can hit your body as an alternative. To aid this, the head and upper torso are for the purposes of scoring regarded as the same location, consequentially there is no special value given to head shots.
14(G) Do NOT repeatedly shoot a DEAD target. If this happens to you cry out "DEAD, DEAD, DEAD" to alert the shooter of your status. On hearing such a cry from your victim, stop!
14(H) You may use ANY weapon in the Close Quarters Battle environment including those of high power, to engage targets at extremely close ranges, that is less than 1 metre. However this can be very unpleasant! It is recommended that when planning your operations it is wise as well as safer and more courteous to use the appropriate weapons for a given role. Therefore try to arrange things so that high powered weapons are held back at distance to provide long range support to those armed with the lower powered weapons optimised for close quarters battle.
14(I) There are occasions when you may have to deal with targets at very close ranges which you maybe reluctant to shoot because of the potential pain that maybe inflicted, preferring instead to offer your victim the chance to verbally declare themselves dead or surrender rather than actually being shot. In many such cases if you were to shoot, there is a chance that any rounds shot may in fact miss or only "wound" the target, a situation they may want to exploit. Thus there is no requirement of you or any other players to make or expect this offer. Being shot at close range must be one of the accepted potential consequences of your participation. If you really do not want to take that shot, challenge the target to "surrender" and try to take a prisoner. If your victim instead decides to attempt to shoot back, you must choose to either duck, shoot or die. If you find yourself on the other end of a potential close range attack and you do not wish to be shot, you may declare yourself "dead" and drop where you stand.
14(J) When using a tactical light for weapon aiming during night combat, do NOT deliberately flash it in to the eyes of your enemy to disorientate them, as this can cause a serious accident. This is another reason why there is no scoring difference between the head and upper torso.
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15
Weapons Safety Drills
15(A) At each event one or more Weapons Officers (WO) will be appointed for that event, with the responsibility of inspecting and double checking that ALL weapons have been cleared and guaranteed safe prior to the players entering the Safe Zone. Normally as part of a mission this task is taken on by mission leaders or the senior surviving officer/NCO. Note that this does NOT mean that you are not responsible for the safety of your own weapons and for those of your fellow players, YOU ARE!
15(B) The object of the specified drills (sections 16-18) is two-fold, firstly to render your weapons unable to shoot by separating the ammunition from the power source, and secondly to clearly "flag" it as having been made "safe".
15(C) Prior to entering a Safe Zone, you MUST make use of the Clearing Zone, which is an area set aside for making weapons safe. If no clearly defined area is available for this purpose, then the Clearing Drill must be performed in the Combat Zone prior to exit.
15(D) All drills commence with the order "MAKE SAFE" or "MAKE WEAPONS SAFE", being the instruction to ALL shooters to perform the Clearing Drills and render ALL their weapon safe, as set out below in Sections 16-18. Shooters then pair off and check each other's weapons. Perform each drill in turn, showing your partner what you are doing, while CLEARLY verbally confirming all actions as specified in the drills. It concludes when the Weapons Officer will seek general confirmation, by, first demanding silence using the "LISTEN UP" command, and then asking loudly as a final check, "ARE ALL WEAPONS SAFE?". The shooters should reply "ALL SAFE", or if you have an unsafe weapon make sure that the Weapons Officer knows by replying "UNSAFE!". Only once the the Weapons Officer is satisfied will the group be allowed to move in to the Safe Zone, or have the MASKS OFF order given as appropriate to circumstance.
15(E) If you acquire a weapon for which non of the following drills is appropriate, please advise the School, so that one can be created.
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16
The Standard Weapons Drill
16(A) This is the default drill for all airsoft weapons other than those dealt with in sections 17 and 18 below.
16(B)(i) Remove the magazine and say "MAGAZINE OUT". Note that the shells of shotguns are in practice a form of "magazine", but the statement "SHELLS OUT" is perfectly acceptable. The M249 machine guns when using the 2,500 box feed, do not require the box to be removed. Instead simply disconnect the feed tube saying: FEED DISCONNECTED.
16(B)(ii) Attempt to shoot the now unloaded weapon THREE or more times in to the designated Clearing Zone, to ensure that there are NO rounds remaining within the mechanism; as you do this say "SHOOTING".
16(B)(iii) Apply the safety catch saying; "SAFETY ON"
16(B)(iv) Finally, install a muzzle cover, plug* or a muzzle bag/sock (necessary for use with Tracer Units/mock silencers); saying "PLUG IN" or "COVER ON". If appropriate, then holster your pistol.* In the event of a lost plug a glove or hat may be used in an emergency.
* Note that holstering an unplugged pistol is not an acceptable alternative to a plug, except in an emergency and then ONLY after notifying the WO that your have lost your plug.
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17
Revolver Drill
17(A) The design of revolvers necessitate a modified drill, since these weapons do not have clearly visible and removable magazines. Instead their ammunition is stored in one of two ways; either in non-removable cartridges fixed permanently into the cylinder, or in removable cartridges like shotguns. In either case with the cylinder closed it is impossible to tell if the weapon is in fact empty. Therefore when unholstered in a Safe Zone ALL revolvers MUST have their cylinders swung out and a white tie installed around the top strap of the frame, clearly flagging the weapon as "safe", and preventing its accidental closure. This tie only being removed when either going into action, or when an UNLOADED weapon is to be holstered or packed away for transit.
17(B) Revolvers like the Marui type, wherein the cartridges are permanently fixed into the cylinder do NOT need the ammunition to be removed prior to entering the safe zone, because the tie ensuring that the cylinder can not be closed is sufficient. However, this means that they cannot be holstered in the Safe Zone, until the ammunition has been actually removed (a special tool is provided with the weapon for this purpose). Some players find it simpler to shoot the weapon empty before returning to the Safe Zone, then holstering the unloaded revolver.
17(C) Note also that unlike other weapons you should not attempt to shoot the revolver with the cylinder in the open position, as this may cause damage to the mechanism.
17(D) The drill is as follows:
17(D)(i) Firstly if you wish to, shoot the weapon empty, then swing out the cylinder; saying "CYLINDER OUT", and if applicable remove the cartridges; saying "CARTRIDGES OUT" or if they are not removable;say "NON-REMOVABLE CARTRIDGES".
17(D)(ii) Install a muzzle plug; and say"PLUG IN"
17(D)(iii) If the weapon is empty, it may be IMMEDIATELY holstered after closing the cylinder and applying the safety catch; saying "CYLINDER CLOSED AND SAFETY ON", followed by "HOLSTERING".
17(D)(iv) If the weapon is still loaded, it MUST be carried openly with a white tie secured about the top strap, thus preventing the closure of the cylinder in the Safe Zone; saying "TIE ON" (Note that the safety catches of most revolvers can only be activated after the cylinder has been closed, therefore when carrying the cylinder open with a tie there is no requirement to apply the safety catch, as attempting to do so may break it.
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18
Hopper Fed Weapons Drill
18(A) Weapons like the electric hopper fed TOP made "M60" machine gun series does NOT have a removable magazine, so they must have their batteries removed COMPLETELY instead, as it is not practical to remove the ammunition from the hopper feed. The drill is as follows:
18(B)(i) Remove the battery; saying "BATTERY OUT".
18(B)(ii) Attempt to shoot the now unpowered weapon THREE or more times to ensure that there is NO rmaining charge to shoot any rounds left within the mechanism; saying "SHOOTING".
18(B)(iii) Apply the safety catch; saying "SAFETY ON".
18(B)(iv) Finally, install a muzzle cover, plug or a muzzle bag/sock (necessary for use with Tracer Units); saying "PLUG IN" or "COVER ON".
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19
When You Cannot Find a Weapons Officer
19(A) If when you intend to enter a SAFE ZONE no Weapons Officer is available then you must wait until their arrival, or if this is not possible you must;
19(A)(i) have your weapon checked by a fellow player, or
19(A)(ii) check it yourself.
19(B) In either of these cases it is your responsibility to ensure that you double check, so as to guarantee the weapons safety. You should at your earliest opportunity demonstrate to a WO that your weapons are in fact safe.
19(C) If you have a pistol that does not have a plug and it has been holstered, it may ONLY be removed under the supervision of another player to garuntee safety.
19(D) Weapons with improvised muzzle covers must have a propper one installed ASAP, or be packed away in its transportation case.
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20
The Shooting Range
20(A) Shooting on a range falls in to three categories of activity, all can include the testing of and practising with weapons:
20(A)(i) Range work within an active Combat Zone, for which the normal rules apply.
20(A)(ii) Range work, outside of an active Combat Zone, for which the rules specified in 20(B) are applied.
20(A)(ii) Range work, at a public display, for which the rules specified in Appendix E: "Public Shows" are applied.
20(B) Range Rules
20(B)(i) A suitable location must be clearly designated as "the range". The layout of the range is to be as follows:
20(B)(i)(a) At one end, there should be the Target Area and at the other the Shooting Line. The ground between is treated as a one way Combat Zone, and must be so arranged that NO person can accidentally stray between the shooters and their targets. When appropriate BB proof netting/cloth should be erected to prevent rounds from escaping the range. A BB catching system (cloths) should be set up behind the targets to collect spent ammunition and brushes/brooms/dust pans and/or vacuum cleaner(s) should be made available for the cleaning of indoor venues. A 'test fire bag' must be provided to allow shooters not at the firing line to test their
weapons (Immediately after a test, the weapon must be made safe).
20(B)(i)(b) The area of the Shooting Line is considered as a controlled area, while that space behind it is treated as a Safe Zone if there is no risk of ricochets. If there is then the Safe Zone must be placed elsewhere, see also 20(C) below.
20(B)(ii) A Range Officer is to be appointed to govern all activities on the range. Their instructions MUST be strictly obeyed. Failure to obey will result in
disqualification from competition/range use.
20(B)(iii) Only shooters and the Range Officer are permitted on the Shooting Line. Non-shooters, unless they are helping a shooter, must remain well behind the Shooting Line or in the Safe Zone.
20(B)(iv) Targets maybe either, paper (<5m), metallic (ringing) or live. Live targets MUST wear masks and use the rules applicable within a Combat Zone, when down range of the Shooting Line. However, head, hand and neck protection, plus a thick jacket and trousers are mandatory. If at any point the target wishes to stop the shoot, for example they need to readjust their mask, or wish to take a break, they can issue the order to "STOP SHOOTING!" If they have done so, only after they have issued the "CARRY ON" signal, may the Range Officer grant permission to recommence shooting.
20(B)(v) If there is any risk of people accidentally entering the range, then marshals should be stationed at strategic points to ensure that the range remains clear of personnel. Even if not in the direct line between shooters and targets, these Marshals must wear full face masks and not just safety glasses. If at any point a marshall needs to stop the shoot, for example they need to readjust their mask, or wish to take a break, they can issue the order to "STOP SHOOTING!" If they have done so, only after they have issued the "CARRY ON" signal, may the Range Officer grant permission to recommence shooting.
20(B(vi) ONLY when the Range Officer is satisfied that the range is secure and ready for use will they give the instruction "GO LIVE". At this point, while keeping weapons pointing down range towards the targets (and the trigger finger outside of the trigger guard), can the shooters, load and shoot their weapons. Note that in a competition shoot, the shooters MUST wait for specific instructions to commence actual shooting. Upon completion of shooting the shooter must make their weapon safe and satisfy the Range Officer that this is so before pointing the weapon in any other direction other than down range. Once done the shooter may withdraw from the Shooting Line.
20(B)(vii) When the Range Officer gives the instruction "MAKE SAFE", all who have not yet done so MUST make all their weapons safe IMMEDIATELY. Once the Range Officer is satisfied that all weapons are in fact safe, they ALONE can give the "MASKS OFF" signal, and give permission to move freely about the range.
20(C) If there is any risk of ricochets, rounds that bounce off obsticle or targets possibly hitting those on or behind the shooting line, such as in an indoor range, then masks or shooting safety glasses must be worn by ALL in the area of potential risk. A sign with "Eye Protection Required" should be posted at the point where this becomes necessary.
20(D) Competition Shooting
20(D)(i) Weapons are for the purposes of competition classified as either Service or Target Pistol (SP/TP) or Service or Target Rifle (SR/TR). Service weapons are those carried by personnel in actual operations, whereas Target weapons are those that are exclusively used on the range for competition. The "Small Arms Expert Ribbon" can only be won with Service weapons. Seperate trophy schemes are used for Target weapons.
20(D)(ii)Shoots will be held at two
ranges using two stances, resulting in a total of four shoots per weapon.
Each competitor will shoot 25 scoring shots at each range/stance (total 100 rounds), plus a maximum of 2
magazine's worth
of sighting rounds prior to scoring. These sighting rounds will also allow
those weapons with 'hop-up' mechanisms to warm up and where possible be adjusted.
20(D)(iii) A matched supply of good quality standard 0.2g BB ammunition will be provided to all competitors (for a fee, circa £1.00) for each event. Personal ammunition will only be permitted with the agreement of ALL competitors and the Range Officer, and then only in unusual circumstances.
20(D)(iv) The pistol course comprises:
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25 scoring shots at 10 meters, standing (PS10).
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25 scoring shots at 15 meters, standing (PS15).
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25 scoring shots at 10 meters, kneeling (PK10).
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25 scoring shots at 15 meters, kneeling (PK15).
20(D)(v) The Rifle course comprises:
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25 scoring shots at 15 meters, standing (RS15).
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25 scoring shots at 20 meters, standing (RS20).
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25 scoring shots at 15 meters, kneeling (RK15).
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25 scoring shots at 20 meters, kneeling (RK20).
20(D)(vi) The Range Officer will give the specific command "25 rounds, in your own time, shoot!" as the signal for the competitor to commence shooting. Note that both burst or automatic fire is strictly prohibited during a scoring shoot and may result in disqualification. However, they are permitted during the sighting phase.
20(D)(vii) The target will state where on their body the BB struck them (if at all). A designated Score Keeper will record each competitors hits upon the target. Scores are recorded using the standard Contact points values. The competitor MUST wait until the target has reported either a hit location or
a miss before taking their next shot. This allows the Score Keepper to maintain pace with the shooter, by recording the
score for each shot. See the following table:
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