1. The field has been graciously donated for our use, so respect for all property, structures, rules, and directives are a must. This is a no tolerance policy. Violations of outlined rules and guidelines will be probable cause for player/spectator removal from the premises and possible long-term ban from participation…
2. Under no circumstances will real, lethal weapons be allowed on the premises, this includes but is not limited to pistols, semi-automatic/automatic/bolt action rifles, knifes, hand grenades, rockets or any other weapon that could be used to kill or severally injure any individual. This includes any blades beyond what comes in a Leatherman or swiss army knife. Airsoft replica weaponry can near simulate the appearance of a real weapon. This is for everyone’s safety. There is no exemption for concealed carry license holders. Keep it safe, leave it at home.
3. Players and spectators must sign the SSA Release of Liability waiver/player registration form this website under the "tickets" section or via this link https://web.wherewolf.co.nz/dy7akjprior prior to arrival at the facility. Verification of waiver for players and spectators shall be indicated by SSA provided bracelets to be placed on the wrist of each and every individual on the premises. This includes spectators and persons remaining in the staging area. If you are on the premises, a waiver must be in place. SSA staff may stop and ask to see your bracelet at any point while occupying the premises
4. All airsoft replica weaponry shall be chronographed PRIOR to entry to field of play. All airsoft weaponry shall be marked with a verification marking which indicates the FPS/Joules your rifle performs at. These must be present and will be checked prior to entry of field of play. All weaponry must meet “weapons class power standards” listed below.
5. Eye protection meeting or exceeding ANSI Z87.1 standard with a full fascia seal in order to enter field of play. Players over 18 may wear metal mesh full seal goggles/glasses approved by field admin but the player bares all risk of BB fragmentation, or any other eye damage that may occur. Players/minors (under 18) must wear full face protection over the nose, mouth and eyes, no mesh eye protection. These protective items shall remain secured in the proper position during entire time on field of play. This shall be verified by SSA staff prior to entry of field of play and enforced during play by SSA staff.
6. BLIND MAN is to be called and echoed anytime a player is without eye protection on the field. Game play shall cease immediately until the situation is resolved and SSA staff gives the ALL CLEAR. Any player or SSA staff can call BLIND MAN in the event of an incident. Players found either removing, or not wearing proper eye protection will be reminded of the rules while on the field of play, repeat offenders shall be removed from the play field for the remainder of the game block. Should action need to be taken by staff a third time, the players will be asked to leave the property for the remainder of the day without a refund. All players are to pause in place.
7. In the case of a real-world injury CEASE FIRE is to be called and echoed by all players. Players shall notify SSA staff to the location of the injured player so we can assess and treat the injury appropriately in a timely manner. Game play shall cease until the situation is resolved and SSA staff gives the ALL CLEAR. Any player or SSA staff can call CEASE FIRE in the event of an incident. All players are to pause in place.
8. Replicas airsoft weaponry is to be treated as real/loaded at all times. This means muzzle awareness, fingers off triggers, safety engaged until ready to shoot, and removal of magazine when not in designated shooting area. Be smart. Let’s not have negligent discharges and get someone hurt.
9. Airsoft replica weaponry shall not be fire anywhere but the field of play and the chronograph range. Airsoft weaponry shall never be fired at people or structures not on the field of play or into the field of play. Discharging your airsoft rifle anywhere but these designated areas is grounds for termination of your game day without refund.
10. Fighting/physical altercations are not allowed under any circumstance. If an issue cannot be resolved calmly at the player level, please walk away from the situation and contact an SSA staff member immediately. Shall a situation arise, both players/individuals shall be removed from premises regardless of who was at fault. There will be no warnings or exceptions.
11. Rubber/foam replica melee weapons will be allowed. The contact surface/replica blade must be able to bend 90 degrees and cause no physical damage to another player. No throwing of replica melee weapons.
12. Blind Firing is not permitted. Players must be able to look down sight/barrel and see your target to fire. Be aware of what is behind your target when engaging. Keep rule #9 in mind.
13. In the event a player is struck by an airsoft BB during game play, the player shall call out HIT. If a player is not calling hits, SSA staff is to be notified immediately and the player in question shall be removed from the round. If this happens twice, the player shall be removed from play for the day. If a player is determined to have reported false information, the same warning system shall be implemented. Gun hits do not count. SSA staff reserves to right to check on players who are suspected of not calling hits, by firing a test round hitting the player to ensure with their own eyes that the player is indeed ignoring hits. In that case, the player will be removed from the game to sit out the remainder of the game block. Repeat offenders will follow the same repercussive guidelines listed above.
14. No Overshooting. Once player is determined hit, he considered a spectator and must not be struck again until the player has either respawned at designated area or be revived via the “medic rule” struck players must use a Dead Rag to indicate they are temporarily out of game play.
15. RED DEAD RAG is REQUIRED -When a player is hit, then must shout “HIT” at loud enough level to be heard through any protective mask @ 100’ away. Players then use/pull out a red “dead rag” cloth measure approximately 12”x12” square or larger and drape said piece of cloth over top of head. This must always remain on the players head when game play is in progress, but the player is not actively engaged. Shall an incident arise where the players dead rag has fallen out and cannot be found, the struck player shall hold their replica weapon over their head in a T-fashion. If player loses dead rag the player shall not enter another round of game play until it has been found or replaced. If any incidents arise, where a player needs to address a ref, or leave the field, the dead rag must be worn to indicate the player is not actively engaged.
16. MEDIC RULE as follows
16a. Players wishing to use medic rule must carry a simulation tourniquet (white cloth strip 1.5” wide, AP medic band, MSW medic band)
16b. When player is hit/struck, the player must call HIT, pull out dead rag and lay on ground
16c. Player may then call for MEDIC, medic can be any other player
16d. Player acting as medic must use hit player tourniquet to bandage near the area where the hit occurred (hit in right leg, bandage must go on right leg)
16e. Hit player must stow dead rag then re-enter active engagement of play
16f. Medic rule only applies to first hit, if player is struck a second time they must pull out dead rag and return to respawn area.
16g. Hit player must be bandaged up by another player, no self healing
16h. If medic has not been able to reach hit player within 3 minutes, the medic rule is void and hit player must return to respawn area
16i. If a player does not have a medic band/simulation tourniquet the medic rule is void and they must go back to respawn.
17. No Alcohol or Illegal drugs allowed on the premises. Designated smoking area will be the back corner of parking lot.
18. No unauthorized simulation equipment allowed on field of play.
18a. SSA allows smoke/BB grenades or pyrotechnics specifically designed and manufactured for airsoft. During the summer months/burn bans SSA may revoke this privilege as needed.
19. All players wishing to enter the playing field must attend the pregame meeting/brief, and quietly respectfully listen to briefing. Rule # 3 and 4 must be completed before briefing. Teams will be assigned at this time with a designated team color armband/tape. If you wish to be on same team as another player group together during briefing and notify SSA staff. There are no guarantees on team placement
20. Age Limits
20a. 18 years of age and over – player/spectator must have online liability waiver
20b. 17 to 13 year of age – online liability waiver completed by parent/legal guardian
of minor player, full face protection required, no mesh eye protection. player may be dropped off for day
20c. 12 to 11 years of age – online liability waiver completed by parent/legal guardian of minor player, full face protection required, no mesh eye protection. 1 parent/legal guardian per 5 child/minor must remain at the field/event for the duration of game play (older sibling does not apply unless approved by SSA admin in advance)
20d. 10 to 8 years of age - online liability waiver completed by parent/legal guardian of minor player, full face protection required, no mesh eye protection. 1 parent/legal guardian per 2 child/minor must remain together at all times on field of play and the duration of game day (under no circumstances will older sibling be sufficient)
21. Clothing should be appropriate for outdoor work/play. Shoes/boots with ankle support, pants, long sleeves. Think as if your going hiking through thick woods. Use layers to adjust for temperature. Camouflage clothing is not required but RED clothing is not allowed. No red hats, shirts, pants, etc. It causes confusion with the 15. DEAD RAG rules.
22. All replica airsoft weaponry will be chronographed using the “Feet Per Second” measurement standard using a 0.20 gram BB weight. All “Joules of Energy” standards are meant as an equivalent guideline to assist players in estimation before testing. Replica weaponry may not exceed either FPS or JLS for classification. Players may be pulled from field at any time and chronographed again with higher weight BB to verify accuracy of testing and compliance with safety protocols. Refer to SSA “Airsoft Chrono Conversion Chart 2020”. Custom guns are common in airsoft. All hybrid/niche guns are subject to SSA admin discretion as far as what weapons class/FPS/JLS they fall under
23. We do not require the use of field BB’s other than in our rental guns. We allow any quality BB above 0.20 grams weight and under 0.45 grams of weight. BB’s must be plastic PLA material or a biodegradable variation. No BB’s under or over those weights. No metal BB’s. No cheap translucent plastic BB’s, they fragment upon impact and cause serious risk of injury.
24. Our overall goal is to create a light and fun version of military simulation in a safe environment. Replica weapons classification gives specific advantages and disadvantages to equalize game play. Keep in mind we are all just playing a silly game, with our silly toy guns, in our silly outfits… With the overall objective of shooting our friends and having fun.
WEAPONS CLASS POWER STANDARDS
MED (Minimum Engagement Distance) - FPS (feet per second) - JLS (joules of energy)
BANG BANG – FINGER GUNS – MELEE WEAPON
● 0 JLS or 0 FPS w/ 0’ to 2’ Engagement distance only
● Must point & nearly touch each individual target and shout “Bang Bang”
● Bang Bang is only to be used when you catch a player off guard, and it is the safest option. 1 bang bang per kill, no full auto bang bang, if you are face to face and outside that 2’ range expect to receive return fire
● Blue 1.15 JLS or 350 FPS w/3’ MED semi-auto (used as side arm)
● Spring, co2, or compressed gas power source – Low and Mid capacity magazines only
● Examples of pistol: 1911, USP, Glock
● Blue 1.15 JLS or 350 FPS w/3’ MED semi-auto (used as side arm)
● Green 1.5 JLS or 400 FPS w/25’ MED semi-auto
● HPA, Co2, AEG or compressed gas power source - Low to mid capacity magazines required
● Examples of SMG: MP5, MP7, APR9, SMC9, UZI, Thompson, GAT, Shotgun, P90
● Blue 1.15 JLS or 350 FPS w/5’ MED semi-auto (no side arm)
● Green 1.5 JLS or 400 FPS w/25’ MED Semi Auto (no side arm)
● HPA, co2, AEG or compressed gas power source - Low to mid capacity magazines required
● Examples of Rifleman: M4, AR15, AK47, Tavor, SCAR, G36 or any SMG shooting over limit
● Blue 1.15 JLS or 350 FPS w/ 25’ MED full-auto (no side arm)
● Green 1.5 JLS or 400 FPS w/25’ MED full-auto (no side arm)
● Yellow 1.9 JLS or 450 FPS w/50’ MED full-auto (side arm required)
● HPA or AEG power source - Box/drum magazine required
● Examples of Support: M60, M249, PKM, PKP, Gatling, Krytac LMG hybrid, rifleman with box/drum mag not allowed, factory produced LMG's
DESIGNATED MARKSMAN RIFLE
● Green 1.5 JLS or 400 FPS w/25’ MED semi-auto (no side arm)
● Yellow 1.9JLS or 450 FPS w/50’ MED semi-auto (side arm required)
● HPA, co2, AEG or gas power source – Low to mid capacity magazines required
● Examples of DMR: AR-10, M4/AK with barrel over 18”, Large caliber replica, any HPA bolt action rifles
● Orange 2.3 JLS or 500 FPS w/75’ MED bolt action (side arm required)
● Red 2.8 JLS or 550 FPS w/100’ MED bolt action (side arm required)
● Manual pull spring power bolt action only - low capacity magazines
● Examples of Sniper: Amoeba Striker, M40A3, M700, L96, M24, VSR-10, Kar-98