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