FIELD RULES

GENERAL REGULATIONS / SAFETY REQUIREMENTS

  • ALL CLEVELAND AIRSOFT EVENTS ARE LIMITED TO BIO BBs ONLY.

  • Eye protection:

    • All players must wear fully sealed ANSI Z87.1-rated eye protection, such as:

      • Goggles

      • Glasses

      • Paintball mask

    • Eye protection must remain on at all times whenever a player is outside the staging area.

    • The following are not permitted:

      • Standard safety glasses

      • Shooting glasses

      • Mesh goggles

    • Full-seal goggles or glasses must create a complete seal around the lenses, fully contacting the skin so that a BB cannot enter inside the sealed area.

  • Face protection for players under 18:

    • Players under the age of 18 must wear full face protection, such as:

      • Paintball mask

      • Mesh mask

    • Balaclavas and shemaghs do not count as face protection.

    • They may be worn underneath or over approved hard face protection.

  • Dead rags:

    • All players must carry and use a red “Dead Rag.”

  • Weapon inspection and chronographing:

    • All weapons must be presented to the safety officer for inspection.

    • Each player will be required to fire at least three rounds across the chronograph.

    • Players may also be asked to chrono their weapon at any point during the day, including during active gameplay.

  • Approved weapons and ammunition:

    • Only airsoft-specific guns may be used.

    • The following are not allowed:

      • “BB guns”

      • BB guns converted to fire airsoft BBs

      • Metal BBs

      • Clear BBs

  • Staging area weapon safety:

    • Pistols must remain holstered.

    • All other weapons must have:

      • Magazine removed

      • Chamber cleared

  • Barrel covers and firing rules:

    • Barrel covers are required in the staging and parking areas.

    • Players may dry fire their weapon to check that it is functioning correctly.

    • Live fire is not permitted anywhere in the staging area except at the chronograph station.

  • Waivers:

    • Anyone moving through the AO must have a waiver on file.

    • This includes:

      • Observers

      • Photographers

      • Any other non-player personnel

  • Medical cards:

    • All players must carry a completed medical card, written on a 3×5 piece of paper, while on the field.

    • This is used in the event that a player is found unresponsive.

    • The card provides Cleveland Airsoft and First Responders with essential basic information, including:

      • Full Name

      • Date of Birth

      • Known Medical Issues

      • Allergies

      • Emergency Contact Name and Number

  • Radio channels:

    • FRS channels 1 and 7 are reserved for Cleveland Airsoft staff.

    • Please use a different frequency.

SPORTSMANSHIP, HONOR, AND FAIR PLAY

  • Airsoft is built on honor.

    • Anyone who fails to play honorably may be removed from Cleveland Airsoft.

  • The following are not permitted at any time or in any area of Cleveland Airsoft:

    • Bullying

    • Roughhousing

    • Malicious foul language

    • Physical intimidation

    • Mental intimidation

  • Failure to follow these rules may result in removal without a refund.

  • Good sportsmanship is expected from every player.

    • Call YOUR OWN hits.

    • DO NOT attempt to call another player’s hits.

    • Focus on your own hits.

  • Failing to call hits is cheating and will not be tolerated.

    • If you believe another player is not calling their hits:

      • Do not handle the situation yourself.

      • Report it to staff.

  • Dead player conduct:

    • Dead players do not talk.

    • Dead players may only speak quietly with other dead players.

    • Dead players may not fire their weapons.

      • Doing so immediately makes them a live target.

    • Dead players may not improve their position.

    • Dead players may not indicate the location of other players while dead.

  • Electronic warfare:

    • Jamming or listening in on the opposing team’s radio frequency is strictly forbidden unless specifically approved by administration.

  • Opposition planning and communication:

    • Secretly monitoring the opposing force’s planning is prohibited.

    • This includes monitoring:

      • Briefings

      • Electronic communication

    • Doing so through espionage or misrepresentation is against the spirit of the game.

  • Blind fire:

    • Blind fire is not allowed.

    • This means firing around corners or obstacles without being able to see where your BBs are going.

    • Devices that allow players to shoot around corners are not permitted, including:

      • Weapon-mounted cameras

      • Mirrors

PLAYER HITS

  • Any BB that strikes a player counts as a hit.

    • This includes anything being worn or carried by the player, such as backpacks.

  • Gun hits:

    • Gun hits do not count as player hits.

    • If the gun is slung, it is considered worn equipment and does count as a hit.

  • Friendly fire:

    • Friendly fire does count as a hit.

REAL STEEL

  • Real firearms, ammunition, or anything of that nature are never permitted at Cleveland Airsoft.

ALCOHOL / DRUGS

  • Alcohol and drugs are strictly prohibited at Cleveland Airsoft.

BLIND MAN

  • If a player loses their eye protection during play, a “blind man” call must be made.

  • The affected player must:

    • Cover their face with their hands.

    • Keep their head down until eye protection can be provided.

  • When “blind man” is called, all players must immediately:

    • Remove the magazine from their weapon.

    • Place the weapon on safe.

    • Remain where they are.

    • Not move until the “all clear” and “game on” calls are given.

  • Only after “all clear” and “game on” are called may players:

    • Reload their weapon.

    • Continue playing.

REAL WORLD

  • Use the call “REAL WORLD” when you or another player is injured and needs immediate Admin or Medical attention.

  • The “REAL WORLD” call must be made:

    • Verbally

    • Over the radio

  • The call must include:

    • The approximate location of the incident.

  • When “REAL WORLD” is called, all players must immediately:

    • Remove the magazine from their weapon.

    • Place the weapon on safe.

    • Remain in place.

    • Not move until the “all clear” and “game on” calls are given.

  • Only after “all clear” and “game on” are called may players:

    • Reload their weapon.

    • Resume play.

BUILDINGS AND BARRIERS

  • Building definition:

    • A building is defined as a structure with:

      • At least one doorway

      • A minimum of four exterior walls

  • Building rules:

    • All buildings are considered to have roofs.

    • All buildings are considered to extend fully to the ground.

    • Shooting someone underneath walls does not count.

  • Grenades in buildings:

    • Grenades must be thrown through windows or doorways in order to count.

    • If a grenade lands inside a building or room, it has a 15-foot kill radius.

    • Interior walls or barriers that block line of sight to the grenade protect players from the explosion.

  • Barriers:

    • Barriers are constructed or placed objects that count as cover, such as:

      • Plywood

      • Wire spools

      • Barrels

      • Similar set structures

    • Barriers protect players from grenades.

    • The following do not provide grenade protection:

      • Stick piles

      • Trees

  • Shooting through openings:

    • Openings in barriers or buildings must be larger than your head in order to shoot through them.

  • Barrier movement and climbing:

    • Do not move any barriers unless instructed to do so by a staff member.

    • Do not climb over barriers or building walls under any circumstances.

JOULE LIMITS AND WEAPON SYSTEMS

  • Chronographing:

    • All weapons will be chronographed using .30g BBs.

    • Hop-up must be turned off.

    • Cleveland Airsoft will provide .30g BBs for chrono purposes.

    • Players may use any BB weight during gameplay.

  • External air systems:

    • All weapon systems using an external air source must use a “tournament” lock on their in-line regulator or regulators.

    • This includes systems such as:

      • PolarStars

      • Daytona systems

      • Classics

RIFLEMAN

  • Limit:

    • 1.56 joules with a .30g BB.

  • Fire mode:

    • Rifleman weapons must be fired in semi-automatic only.

    • FULL AUTO IS NOT ALLOWED.

    • This includes binary triggers.

  • External air source:

    • Weapons using an external air source must have a locked regulator to prevent adjustment on the field.

  • Minimum engagement distance:

    • No minimum engagement distance.

AUTOMATIC RIFLEMAN

  • Role description:

    • The Automatic Rifleman carries a replica of a rifle designed or reinforced for sustained fire.

    • This role allows the player to provide fully automatic suppressive fire while still maintaining mobility.

    • Automatic Riflemen may use select-fire capability to engage targets indoors using semi-automatic fire.

  • Magazine restriction:

    • NO WINDING HIGH-CAP MAGAZINES.

  • Limit:

    • 1.56 joules with a .30g BB.

  • Rate of fire:

    • ROF, or rate of fire, must not exceed 25 rounds per second.

  • External air source:

    • Weapons using an external air source must have a locked regulator to prevent adjustment.

  • Building entry:

    • Automatic Rifle operators must carry either:

      • A standard AEG

      • A sidearm

    • This is required for engaging targets when entering buildings if their weapon cannot switch to semi-auto.

  • Weapon requirements:

    • You must meet the listed requirements in order to use this type of weapon.

  • Approved Automatic Rifleman examples and requirements:

    • HK M27 IAR:

      • 16.5-inch heavy barrel

      • Magnified optic

      • Bipod

      • At least 15 readily accessible midcap magazines

    • RPK:

      • 23-inch heavy barrel

      • Permanently attached bipod

      • RPK-style 40-round midcap magazines or a drum magazine

    • RPK16:

      • LCT-branded RPK

      • Magnified optic

      • Bipod

      • Drum magazine

    • MG36:

      • 19-inch heavy barrel

      • Magnified optic

      • Permanently attached bipod

      • Drum magazine

    • SCAR HAMR:

      • 18-inch heavy barrel

      • Magnified optic

      • Bipod

      • Drum magazine

    • AUG HBAR:

      • 24.5-inch heavy barrel

      • Magnified optic

      • Permanently attached bipod

      • Drum magazine

    • L86 LSW:

      • 25.5-inch heavy barrel

      • Magnified optic

      • Permanently attached bipod

      • At least 15 readily accessible midcap magazines or a drum magazine

LIGHT MACHINE GUNS — LMG

  • Definition:

    • A light machine gun, or LMG, is a lightweight machine gun intended to be operated by a single infantryman as an infantry support weapon.

    • LMGs fire cartridges of the same caliber as the rifleman.

  • Examples include:

    • M249

    • Mk46

    • RPD

    • Stoner 63

    • Mk43

    • Shrike-style rifles, which must have the proper upper receiver

  • Indoor restriction:

    • NO FULL AUTO INDOORS.

  • Limit:

    • 1.56 joules with a .30g BB.

  • Rate of fire:

    • ROF, or rate of fire, must not exceed 25 rounds per second.

  • External air source:

    • Weapons using an external air source must have a locked regulator to prevent field adjustment.

  • Building entry:

    • LMG operators must carry either:

      • A standard AEG

      • A sidearm

    • This is required for engaging targets when entering buildings.

MEDIUM MACHINE GUNS — MMG

  • Definition:

    • A medium machine gun, or MMG, refers to a belt-fed machine gun that fires a full-powered rifle cartridge.

    • MMGs are light enough to be carried by infantry but cumbersome enough that they work best with a crew.

    • MMGs must represent weapons chambered in 7.62×51 or larger.

  • Examples include:

    • MK48

    • M60

    • M240B

    • PKM

    • M1919

    • Similar platforms

  • Indoor restriction:

    • NO FULL AUTO INDOORS.

  • Limit:

    • 1.88 joules with a .30g BB.

  • Rate of fire:

    • ROF, or rate of fire, must not exceed 25 rounds per second.

  • External air source:

    • Weapons using an external air source must have a locked regulator to prevent field adjustment.

  • Minimum engagement distance:

    • 75 feet.

  • Close engagement requirement:

    • MMG operators must carry either:

      • A standard AEG

      • A sidearm

    • This is required for engaging targets within the minimum engagement distance.

DESIGNATED MARKSMAN RIFLE — DMR

  • Definition:

    • A Designated Marksman Rifle is a special-purpose weapon.

    • It is a standard infantry rifle fitted with optics and enhanced for longer-range accuracy.

  • Examples include:

    • SR-25

    • PSG-1

    • M14/M21

    • G3-SG3

    • Dragunov/SVD

    • Similar platforms

  • Bolt-action rifles:

    • Bolt-action rifles may also be used as a DMR, provided they remain within the maximum joule limit.

  • Fire mode:

    • Designated Marksman Rifles may ONLY be used in SEMI-AUTO mode.

    • They must be physically incapable of firing in full-auto.

  • Limit:

    • 2.00 joules with a .30g BB.

  • Minimum engagement distance:

    • 100 feet.

  • External air source:

    • Weapons using an external air source must have a locked regulator to prevent field adjustment.

  • Close engagement requirement:

    • DMR operators must carry either:

      • A standard AEG

      • A sidearm

    • This is required for engaging targets within the minimum engagement distance.

  • Carbine restriction:

    • Carbine rifles do not qualify as DMRs.

BOLT / SINGLE ACTION RIFLES

  • Limit:

    • 2.5 joules with a .30g BB.

  • Minimum engagement distance:

    • 125 feet.

  • External air source:

    • Weapons using an external air source must have a locked regulator to prevent field adjustment.

  • Close engagement requirement:

    • BA/SA rifle operators must carry either:

      • A standard AEG

      • A sidearm

    • This is required for engaging targets within the minimum engagement distance.

SUBMACHINE GUNS — SMG

  • Definition:

    • Gas and electric submachine guns include platforms such as:

      • MP5

      • MP7

      • KRISS

      • KMP9

      • Similar platforms

  • Full-auto qualification:

    • SMGs must fire under 1 joule with a .30g BB in order to be used in full-auto.

    • If they fire over 1 joule, they fall under the same restrictions as the Rifleman role.

  • Magwell conversion kits:

    • Magwell conversion kits do not turn a gun into an SMG.

  • Limit:

    • Less than 1 joule with a .30g BB.

  • Rate of fire:

    • ROF, or rate of fire, must not exceed 25 rounds per second.

  • External air source:

    • Weapons using an external air source must have a locked regulator to prevent field adjustment.

  • Minimum engagement distance:

    • No minimum engagement distance.

  • Indoor full-auto:

    • If your weapon qualifies under the SMG rule, full-auto fire indoors is permitted.

PISTOLS

  • Pistols must meet the same requirements as the Rifleman role.

  • Cleveland Airsoft staff reserve the right to deny any weapon system that they feel:

    • Does not fit a set classification

    • Does not fit the spirit of the game

SAFETY KILLS / RUBBER “EDGED” WEAPONS

  • Safety kills are a courtesy.

    • Play with honor.

  • Safety kills with a pistol or rifle:

    • Players within a 10-foot engagement range may be safety killed.

    • The player must have the other player “dead to rights.”

    • The player must loudly call “Safety!”

    • Only one player may be safety killed at a time.

  • Accepting a safety kill:

    • Players are not required to automatically accept a safety kill.

    • Accepting it is strongly encouraged in the spirit of the game.

  • Rubber-edged weapons:

    • Players may “tap out” another player using approved rubber-edged weapons.

    • When a player is touched or tapped with a rubber-edged weapon, they are considered hit and should quietly pull their red rag.

    • Rubber-edged weapons may not be thrown.

  • Rubber-edged weapon eliminations:

    • Players killed by a rubber-edged weapon may not yell:

      • “Hit”

      • “Medic”

    • They are considered mortally wounded.

  • Approved weapons:

    • Cleveland Airsoft only permits approved, purpose-made rubber training edged weapons.

    • Please check with staff.

  • Prohibited weapons:

    • Modified real edged weapons are not allowed.

GRENADES AND ROCKETS

  • Simulated explosives:

    • All simulated explosives, such as Tornado or Thunder B grenades, must detonate within 15 feet to eliminate a player.

  • BB strikes:

    • A BB strike is not required within the 15-foot radius.

    • A player struck by a BB outside the 15-foot radius is still considered hit.

  • Throwing grenades:

    • All player-thrown grenades must be thrown underarm to help prevent injury.

  • Gas and pneumatic grenades:

    • Pneumatic or gas grenades requiring CO2, Green Gas, or propane are allowed.

    • Please refer to the approved pyro grenade list below.

  • Foam rockets:

    • Foam rockets have a 15-foot kill radius from the point of initial impact.

  • Airsoft grenades:

    • Players may use any name-brand airsoft grenade, such as:

      • Escort

      • AI

      • Similar products

    • Modified grenades are not permitted.

  • Ricochets:

    • Ricochets from player-thrown grenades are treated as fragmentation and count as hits.

  • Fire safety:

    • The following are not permitted due to fire hazard and safety concerns:

      • Explosives

      • Open flames

      • Hot-burning smoke

  • Blank-firing devices:

    • Blank-firing devices are not allowed.

APPROVED PYRO GRENADES

  • This section is based on our experience with pyro devices.

  • If you have a device that you would like to have approved:

    • Cleveland Airsoft staff must physically see the device perform before it can be approved.

    • Please contact Cleveland Airsoft to arrange this.

  • Approved hand grenades:

    • TLSFX Pea grenades

    • TLSFX Thermobaric grenades

    • TLSFX Thunderflash grenades

    • All Taginn grenades

      • Launchable Taginns are not allowed

    • All Enola Gaye grenades

    • Airsoft Innovations Burst XL

    • Airsoft Innovations Bang .22

    • Airsoft Innovations Tornado

    • Airsoft Innovations Cyclone