DTC- About Airsoft

Airsoft is a hobby or sport which uses replica firearms to shoot small plastic pellets around six millimeters in diameter. Common uses for airsoft are competitive gaming (similar to paintball), military simulations, target shooting, and military training. While similar in operation to BB guns, airsoft guns use lightweight (usually) plastic projectiles (BBs) 6mm in diameter instead of metallic 4,5mm BBs. Airsoft guns also typically have a muzzle velocity of less than 180 m/s (600 ft/s), compared to a BB gun which may have a muzzle velocity of 365 m/s (1200 ft/s) or more. The combination of the lighter BB projectile and the reduced muzzle velocity means that airsoft is generally considered safe when used in a controlled environment and with safety equipment like protective eyewear.

Airsoft games vary greatly in style and composition depending on location, budget, and the quantity of participants. However, they often range from short-term skirmishes and organized scenarios to military simulations and historical reenactments. Gaming with combat situations on a mock battlefield mainly involve the use of common military tactics to achieve the set objectives. Participants typically use varying types of airsoft weaponry along with either real or replica military gear and uniforms.

Methods:

Military Simulation (MilSim):
Several goals or missions may be assigned to each team, along with a basic load-out (supply) of ammunition, rations, and radios. A key element is that you cannot shoot as fast as you may want to in Military Simulation games, and you must use low capacity magazines to replicate the actual magazine capacity of the authentic firearm the airsoft gun is designed to look like. This is often referred to as "real-caps". Examples of these include the 30 round STANAG, P-mag, and E-mag magazines of the M4, M16, Type 89, SCAR-L, and several other guns. Teams are supposed to remain in the field for the duration of play, returning to a staging area or "safe zone" only for medical emergencies or other special circumstances. Military simulation games often last several days. For example, the large Berget annual event in Sweden lasts for six days with no breaks. In large scale Military Simulation operations, the players often use vehicles such as painted vans and trucks. In some cases, such as Operation Irene (an annual Military Simulation held in the Midwest U.S.), real APCs and tanks are used. Such large-scale events can take place in MOUT (Military Operations in Urban Terrain) facilities. True Military Simulation requires players to adhere to an agreed level of uniform authenticity and to play as part of a team.

Skirmishes:
Skirmishes are also known as "pickup games". This is a more common form of airsoft. These games are considerably less strict with their rules and restrictions, and thus it is the style of play for most players and a common event even for MilSim players. Realism may be broken in this style of play with things like high-capacity magazines, clothing that doesn't match with any nation's uniform (or non-military style dress), and a lack of rules. Occasionally, teams may use specific uniforms on either side, but usually players dress in a variety of military or paramilitary clothing to their liking.
Skirmishes are often structured as multiple short to medium length games, containing various different scenarios, including capture the flag, attrition style games, deathmatches, or simplified CQB games. Other skirmishes can run for the entirety of the game day, playing out like a much shorter MilSim event, including full game plans with objectives. These objectives can range from anything as simple as capturing a certain location to something as complex as collecting parts of a bomb from around the skirmish site, assembling them, and then planting the assembled bomb in the enemy force's base.

Legal issues in airsoft:
Airsoft is not leagal in the Netherlands and there for we do our events in Belgium.
In Belgium it is leagal to own and use the replica's of the weapons used in the Airsoft events.
The weapons that are from members them selfs are stored in Belgium. Country law prohibits the use, holding, purchase, transportation and store of these weapons in The Netherlands. It is against rules to have and keep your airsoft weapons at home in the Netherlands. Your weaponry will be confiscated and you will be fined for the holding of illeagal firearms.
In lots of countries world wide the sport of Airsofting is starting to get more and more popular amongst people.


Rules Of Engagement:

1) Always wear eye protection in the form of goggles, masks, or shooting glasses, or safety glasses. Never remove your eye protection while on the battlefield. Regular prescription glasses are NOT acceptable as safety eyewear. Must meet ANSI Z87.1 standards and wrap around the face.

2) The “Game Moderator” is the final approval for all field decisions, the calling of games, resolutions on all conflicts and issues, and responsible for all safety related items and events that occur on the field. If a conflict or discrepancy arises that can not be solved between groups, the game is stopped and the game moderator makes the final decision regarding the conflict or discrepancy. Arguing with the game moderator will result in an immediate ejection from that day’s game event.

3) The “Safe Zone” is the area on the playing field where no weapons will be fired at any time. Failure or non compliance of this will result in an immediate ejection from that day’s game event.

4) Sealed ballistic eye protection will be worn at all times for both players and visitors to the area. Only in the “Safe Zone” when no game play is present can this eyewear be removed at any time.

5) A 5 meters safety kill range will be observed for all AEG weapons. This will be obtained by pulling out a sidearm or pointing your current weapon at a target and shouting “PANG”,

5a)A 5 meters safety kill range will be observed for snipers a safe range of 20 meters is recomended.

6) The definition of being “Hit” is when the airsoft BB Hits any part of the players clothing, body, or weapon. Once a player is “Hit”, He or she will raise their weapon over their head and shout hit. The player then uses his/her safety jacket (bright yellow/orange) and wears this so that everyone can see the player is KIA. After the fact is established, and the opposing player knows the situation the player will walk out of the battle area and return to the safe zone with their weapon over their head. All eliminated players will keep their eye protection on until back in the “Safe Zone”.

7) All integrity violations and non calling of “hits” will be dealt with swiftly and severely. Failure to or non compliance with calling hits will result in an immediate ejection from that day’s game event.

8) The term “Blind man” will be used for any real world injury. Once “Blind man” is heard all players will holster all weapons, put them on safe and remain in place unless directed by the game moderator.

9) When using the “Medic” Rule a player that sustains a hit will fall or sit in place and yell “hit”. Then the player will put a red rag on his head. In order for the player to be given first aid and resume fighting, another player must go to the person wounded, take the red rag off his head and tie one square knot onto the rag. Other wounded players can NOT medic other wounded players. Also players can only be given first aid one time. After that the player is considered KIA and will return back to the safe area.

10) All borders and boundaries set down by the game moderator will be followed. Violations of this will result in the player becoming KIA and being sent back to the safe zone.

11) All airsoft weapons will be checked by “game moderators”

12) When transporting airsoft weapons to and from the playing field, all weapons will be cased in either a gun case, or the original factory box.

13) CQB/INDOOR PLAY
All players who participate in CQB should understand that they will be engaging targets anywhere from 25 feet to even 5 feet away and because of that they may take painful hits. We recommend full masks, long sleeves, long pants, gloves, and hats/helmets be worn for CQB to avoid welts or breaking the skin. "Safety Kill" rules are not used for CQB, however players may surrender if they wish at any time to the opposing force to leave gameplay without any harm.

14) SNIPER SAFETY
Anyone acting as a sniper with an upgraded bolt action rifle over 400 fps (1.5j) should carry a sidearm that can be used alternately when engaging targets closer than about 60 feet. If you have no sidearm and find yourself too close to the opposing force, you may either a) call a safety kill, b) wait until they move to a safe range or c) relocate to a safe range. Do not fire at targets closer than 60 feet.

15) BLIND FIRING
permitted as long as the players are no closer than 30 feet from each other. This must be verified by the shooter before firing. All violations of blind firing distances will result in immediate expultion from the field.

16) IF LOCAL POLICE ENTER THE FIELD
This is a potentially dangerous situation, and is treated as if they don't know we are playing a game. All players are expected to walk to the “Safe Zone” in plain sight, either with their guns over their head or leaving their guns in the field. Upon reaching the “Safe Zone” each player is to place his replica with his gear and gather in a group at least 20 feet from the gear. This is to provide safety by comforting the officers by removing any equipment that appears threatening to them. Gameplay is not commenced until we explain the situation and are allowed to continue.

17) All weapons will go off of set guidelines for pellet weight and feet per second. The rules for this are the following.

Dutch and Belgium standards:
OUTDOOR LIMITS:

AEG - Unrated Kj
all mass max. 360 FPS

BOLT-ACTION - 2.81J max.
all bb mass max. 500 FPS

INDOOR LIMITS:
Single shot only, max 360 FPS.


US and UK rules:
OUTDOOR LIMITS:
AEG - 1.49J
bb mass____FPS
0.12g_______517
0.20g_______400
0.23g_______373
0.25g_______358
0.29g_______332
0.30g_______327
0.34g_______307
0.36g_______298
0.43g_______273

BOLT-ACTION - 2.81J
bb mass____FPS
0.12g_______710
0.20g_______550
0.23g_______513
0.25g_______492
0.29g_______457
0.30g_______449
0.34g_______422
0.36g_______410
0.43g_______375

INDOOR LIMITS:
ALL GUNS - 1.01J
bb mass____FPS
0.12g_______426
0.20g_______330
0.23g_______307
0.25g_______295
0.29g_______274
0.30g_______269
0.34g_______253
0.36g_______246
0.43g_______225