OUTDOOR XTREME Hudson, FL Airsoft Rules
General Rules
◦ Referees and Staff have the final word. If you have any questions, comments or concerns with what happens on the field, we encourage you to contact management directly.
◦ All replicas must have a “barrel bag” covering the muzzle and magazines removed while inside the registration, parking and staging areas. Pistols must remained holstered.
◦ Do not leave any equipment unattended. Players are responsible for their belongings. The field will not be held liable for any lost or stolen items.
◦ There will be no physical contact between players unless specifically in accordance to any briefed medic rules in use for a particular game.
◦ Players or staff should call “cease fire” if any player is injured and requires immediate admin/medical attention. The “cease fire” call should also be made if any player loses their eye protection while in the playing area.
◦ On the call of “cease fire” players need to immediately cease fire and put their replica on safe. Remain at your location and do not move until the “all clear” or “game on” call is given by the staff.
◦ If a player is injured, do not move the player. Wait for staff or a trained medical professional and only aid if instructed.
Safety Equipment
◦ Eye Protection must be worn at all times outside of the registration, parking and staging areas.
◦ Under no circumstances may a player remove their eye protection while on the field. If fogging exists, locate a referee and they will direct you to the closest safe area for defogging.
◦ 10 to 17 Years Old : Full Face/Ear Protection required.
◦ 18 Years & Older : Full Seal, ANSI Z87 Rated Goggles w/ Retention Strap. Face covering is required for all participants.
Rules of Engagement (ROE) & Player Hits
◦ Avoid shooting at an opponent’s head or neck when possible. We realize sometimes that only the head and neck are exposed to fire, but please be courteous to your fellow player.
◦ No blind firing permitted. You must be aware of where your BBs are flying. Do not stick your replica around a tree, over a log or out of a doorway and shoot blindly at an opponent.
◦ MED for DMR (semi locked) is 100ft. Bolt action sniper rifles is 100ft.
◦ Any BB that strikes a player is counted as a player hit. This includes any gear worn by the player such as vests and backpacks. This also includes Friendly Fire.
◦ Gun Hits & Ricochets do not count as a player hits.
◦ Dead players do not talk! If you are dead, you are not to talk to other players. Red Dead Rags are required.
◦ All players must have a red “kill rag” to be pulled out when hit. Failure to have a kill rag may result in your ejection from the game and additional hits taken due to your opponent’s confusion as to if you’re in play or out.
◦ If you have a clear advantage over an unknowing player within 10 Feet, you may call “safety kill.” A player is not required to call themselves out for a safety kill, but should if caught dead-to-rights.
◦ Fair play and sportsmanship is expected – call your own hits. Do NOT call other player’s hits. If you suspect that another player is cheating, contact the closest referee.
Smoke Grenades, Sound Grenades & Rockets
◦ Tactical Smoke, LLC. “Tactical” and “Battlefield” & Enola Gaye Pull-Pin Smoke Grenades are permitted for use. No other smoke grenades are permitted!
◦ Smoke grenades may or may not be allowed on the day of the game depending on the weather and fire danger.
◦ You must notify a ref on the field prior to using a smoke grenade so we can monitor the grenade while in use.
◦ Do not pick up any smoke grenade either while they are burning or after they are done. They are hot!
◦ Must be 18 years of age or older to purchase/use smoke grenades
◦ Smoke grenades are not to be thrown directly at players.
◦ Sound Grenades such as the CO2 Powered “Thunder B” are permitted for use on the field and count as player hits if they detonated within 10 Feet or within the same room as any player.
◦ Foam Rockets are permitted for use on the field and count as player hits if they land within 10 Feet or within the same room as any player. (Only allowed for special events).
◦ Smoke Grenades, Sound Grenades and Foam Rockets are not to be thrown or fired directly at players.
◦ Any type of grenade with a metal housing is not permitted!
Prohibited Items & Behavior
◦ No knives, firearms, explosives, tripwires, alcohol or illegal drugs are permitted on the property. Smoking and Vaping is permitted in designated areas only.
◦ Do not climb on trees or structures. Avoid field hazards. Be careful!
◦ Do not tamper, intentionally over shoot, damage or throw props.
◦ Dress appropriately to avoid injury. No shorts or sandals permitted!
◦ No foul language shall be used on the property.
Chronograph & Replica Requirements
◦ Eye protection is required at all times when inside of the chronograph or test fire areas and players must be accompanied by a referee.
◦ All replicas that pass chronograph will have a zip-tie affixed for identification by staff that the replica has been tested and what class it falls under.
◦ Spot checks may occur during play to ensure replicas have not been tampered with after chronograph.
◦ Replicas that do not meet the velocity requirements will not be permitted for use. There are no exceptions!
◦ Biodegradable BBs are required!
Velocity Limits
◦ Rifleman & Squad Auto ClassAll Replicas within this class will be chronoed with .32g BB’s provided by the field and cannot exceed 317 FPS w. 32g BBs (1.49 Joules).
◦ Replicas using an external regulated air/gas source must have a lockable regulator to prevent field adjustment. Replicas in these classes are limited to 25 Rounds Per Second (RPS).
◦ Squad Auto Class replicas are defined by faithful replicas of squad support weapons such as M249, M60, M240, RPK, PRK, MG42, MG34 or any “squad automatic weapon” either currently or formerly adopted as a military weapon).
Designated Marksman / Sniper Class
◦ All Replicas within this class will be chronoed with .32g BB’s provided by the field and cannot exceed 395 FPS w/ .32g BBs (2.32 Joules).
◦Replicas using an external regulated air/gas source must have a lockable regulator to prevent field adjustment.
◦Designated Marksman and Sniper class replicas are defined by a replica which is either bolt action or only capable of firing semi-auto and has been enhanced for longer range and accuracy. If the replica is able to fire full-auto by changing the selector fire mode, it will not meet the requirements for this class.
◦Designated Marksman / Sniper class replicas may ONLY operate SEMI-AUTO mode, and must be incapable of firing in full-auto without alteration.