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Safety Rules
1. Never remove your eye protection while on the field! You may only remove your eye protection in the staging area.
2. All guns must chronograph 400 fps or less with .20g ammunition. No exceptions!
3. Honor and sportsmanship are expected at all times. Cheating is grounds for immediate ejection from the game and ban from the field. This goes for velocity limits, ammo rules, calling yourself out on the field, etc. Airsoft is a game of honor.
4. Any hit to any part of your body or tactical gear, including items worn around the waist or vest, constitutes a hit. Gun hits do not count.
5. If you are hit, yell 'HIT! HIT! HIT!' and raise your gun until it is safe to exit the firefight. Many players waive a red rag to signify they are hit. Stop shooting to let dead players exit the field.
6. When you are hit, leave the field immediately! Dead players do not loiter, observe the game, or speak to live players at any time. After you are hit, go to your first aid station quickly and quietly.
7. You must remain at your First Aid Station for 5 minutes before re-entering the game. The location of the First Aid Stations will vary so listen up during the briefing!
8. NO SHOOTING WITHIN 20 FEET of another player, vehicle, or fixed position. Never shoot within twenty feet. This means no charging bunkers, vehicles, or other players.
9. Call 'SURRENDER!' if you get within 20' of another player. Try not to let this happen!
This is for unexpected contact, only. You may only "surrender" an enemy that you have caught completely by suprise. If both players yell, 'SURRENDER!', then the first one to call it is still in the game. You cannot surrender vehicles or bunkers. Stay back and shoot it out!
10. No physical contact with any players at any time.
11. If your eye protection fogs up or you cannot otherwise see, do not move around blindly. Instead call "BLIND MAN! BLIND MAN! BLIND MAN!" repeatedly until everyone is calling it and realizes the game has stopped.
The "BLIND MAN!" call is used for all serious emergencies and only in the case of an emergency or injury because it stops the entire game. Note: running out of ammo or having a gun problem does not constitute an emergency!
12. Contact the staff with any issues that arise on the field. Do not confront other players! Take any issues to the staff and we will handle them. Most often, both players will be called out and/or ejected if they continue to have problems.
We pride ourselves on our conduct at these events and you are expected to behave like sportsmen and honorable airsoft players.
13. No shooting in the parking lot or staging area! You may only shoot at the chrono station or on the field.
14. Use proper firearms etiquette at all times. Keep your barrel pointed up or down- never muzzle sweep anyone. Treat the gun as if it was loaded at all times. Keep your safety on until ready to shoot.
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CQB City - General Rules and Safety
- EQUIPMENT.
- All weapons will be transported in soft or hard cases when they are brought to and from CQB City.
- All individuals that enter the field of play must be wearing approved eyewear:
(1) Full-face paintball mask. (2) Goggles with head strap. Goggles with a mesh screen for eye protection are not authorized. (3) Safety glasses with sealed foam around the eyes (head strap is not required). (4) Regular reading glasses or shooting glasses that do not have sealed foam around the eyes will not be allowed. NO EXCEPTIONS!
- A mouth guard is recommended for players who do not wear a full-face paintball mask.
- FACILITY.
- CQB City is a simulated urban environment. Caution must be exercised at all times when moving throughout the facility.
- Knee and elbow pads, and boots or shoes with non-slip soles are recommended because the concrete floor is smooth and hard.
- Gloves are recommended because the wooden structures may cause splinters.
- No climbing on any objects (barrels, vehicles, buildings, etc.).
- No moving any objects, or altering their original orientation. For example, do not close a car window if it is already open, or do not move a bail of hay, to provide better cover from enemy fire.
- No climbing into or through windows.
- Smoke machines may be used during game play. A player must notify a CQB CityÓ Referee immediately if he/she feels overcome or incapacitated by the smoke.
- WEAPONS.
- All weapons must pass a chronograph test during registration. Maximum velocity is 400 fps with .20-gram BB's. CQB CityÓ staff members will affix a colored tag to all weapons when they pass the chronograph station.
- All weapons, except authorized machine guns, will be fired using semi-auto ONLY during game play.
- One machine gun is authorized per squad, or 10 players when called on by the scenario being played.
(1) A machine gun is defined as a belt-fed weapon system that only fires using full-auto only. Do not affix a drum magazine to an MP5, M4, or AK-47 and call it a machine gun. NO EXCEPTIONS! (2) All machine gun specialist slots are filled on a first come - first serve basis. A player must request a machine gun specialist slot during his/her online registration process, or send an email to register@cqbcity.com. A machine gun will not be allowed onto the field of play if it has not been pre-approved. (3) Machine gun specialists may be re-assigned to different squads in order to balance game play.
- All selector switches on weapons will be placed in the "safe" position, and all magazine wells will remain empty while outside the field of play.
- Pistols are not required, but they are highly recommended.
- ABSOLUTELY NO engagements at less than 25 ft. with rifles or machine guns! Players must transition to a pistol when entering a room, or engaging a player at less than 25 ft.
- Deliberate shots to another player's head is dangerous and is highly discouraged. Aim for center of mass.
- No shooting above the roofline of the buildings. The field of play uses electric lights, as well as natural light. BB's can damage the lights and result in broken glass covering the field of play.
- Firing blindly into an area or room is not authorized.
- Players may shoot into windows with rifles from a distance. Players WILL NOT place his/her rifle into a window and shoot into a building.
- GRENADES.
- A grenade is defined as a hand grenade or 40mm BB grenade.
- Grenades are only deployed into rooms. Open area deployments are not authorized.
- All hand grenades must be deployed at less than 3 ft. in height, to limit injuries by accidental impact to a person directly. Hand grenades will be deployed using the underhand toss method. The only exception is deploying a grenade through a window. ABSOLUTELY NO overhand throws allowed!
- 40mm BB grenades must be deployed using a launcher. The launcher must point at a downward angle during the deployment.
- Grenades cannot be deployed blindly into a room. A player must look into a room and yell, "Frag out!" before deploying a grenade. This rule is strictly enforced because several players have been hit with a hand grenade, or shot in the face with a 40mm BB grenade.
- All players in a room are dead when a grenade is deployed into a room, even if the player is behind a desk or chair.
- The player that deployed the grenade may pull out his/her red rag and walk into the room where the grenade was deployed. This is so all players in the room can be confirmed dead, and the grenade can be collected. This rules has two purposes:
(1) Players may not always see and/or hear the grenade. This allows the player to confirm with other players in the room that they have been killed. (2) Grenades can be expensive, and need to be returned to their owners. The player must return to the point of origin before re-entering the game after he/she has collected the grenade and confirmed the kill.
- REGEN/MEDICS.
- Shots to a player's weapon and personal equipment, as well as any part of his/her body count as a hit.
- All players will bring a red rag that is no smaller than 8" x 8" and/or a red glow stick or red-lens flashlight for night games. A player will pull out his/her red rag, and display it in plain view when they are shot.
- A player is considered injured, and must remain in place when he/she is shot. The player must return to the regen point if a medic does not heal him/her within 5 minutes.
- One medic will be assigned to each squad, or every 10 players. Each medic will be issued a specific number of bandages. A medic may heal an injured player by tying a bandage around the injured player's arm. A player is dead if he/she is shot again while wearing a bandage, and must return to the regen point. Dead players must leave his/her bandages in the regen point. Medics may collect additional bandages at the regen point.
- Regen points are safe havens for dead players. A regen point may be a building, or any entry point into the field of play. Players may not shoot at a regen point. Players may only shoot from a regen point if he/she is redeploying into the field of play. Dead players cannot shoot back!
- Players may not occupy buildings adjacent to an opposing team's regen point, if the regen point is a building. The only exception is the "Bank" and the "Kill House."
- Only medics can heal other medics.
- Each scenario will have different redeployment criteria for dead players. For example, players may redeploy after 10 players are ready at the regen point, or a player may redeploy after spending 5 minutes at the regen point. Pay attention to the redeployment criteria for each scenario.
- SAFETY KILLS.
- The safety kill is used to prevent injury to players at distances closer than 15 ft. A safety kill is defined as one player killing another player using only their voice.
- A player may call "Bang! Bang!" if they approach an opposing player within 15 ft. who is not aware of the other player's presence. The receiving player must honor the safety kill, pull out his/her red rag, and return to his/her regen point.
- A player may safety kill an entire room. The player must point his/her pistol at each opposing player in the room and call "Bang!" for each player. However, an opposing player may counter the attacking player by pointing his/her pistol and calling "Bang! Bang!" before he/she is killed.
- PARLAY.
- A player may call "Parlay" if they come face to face with an opposing player within 25 ft.
- Both players will pull out their red rags, and back up to the closest cover and/or concealed position. Both players may put away their red rags, and return to game play after they have moved back to the closest cover and/or concealed position. Players are immune to injury while displaying a red rag during "Parlay."
- RULE VIOLATIONS.
- Each player will be issued a CQB City Game Card after testing his/her weapon at the chronograph station. The game card must be kept on the player at all times during game play.
- Any player witnessing, or victimized, by a rule violation, will immediately report the violation to the closest CQB CityÓ Referee. The referee will interview all participants and/or witnesses involved.
- Any player that has a confirmed violation that is identified by a referee must present his/her game card to the referee. The referee will give a verbal warning to the guilty player and make one hole punch on the player's game card.
- Any player that receives two hole punches on his/her game card is immediately escorted off the field of play, and not allowed to play for the rest of that day. The player's name will be recorded in a database for future events.
- Any player that cannot provide his/her game card to a referee when questioned, will be escorted off the field of play, and not allowed to play for the rest of that day. The player's name will be recorded in a database for future events.
- Any player that is ejected from the field of play for violations may return on another date to attend a new event. However, if the player commits one more rule violation, he/she will be immediately escorted off the field of play, and not be allowed to return to another event hosted by CQB City.
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