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1) Waivers
a) All players must have filled out a wavier provided by the leader.
b) All players must be at least 14 years of age. If participant is 14, 15, 16 or 17 years of age they must the
waiver signed by a parent or legal guardian and have the signature notarized.
2) Fire Arm Safety - Basic firearms safety should be observed with Airsoft just as with real firearms. The
four fundamental rules of firearm safety should be adhered to at home and on the playing field:
a) Treat all firearms as if they are loaded.
b) Never point a firearm at anything you don’t want to shoot.
c) Keep your finger off the trigger and outside the trigger guard until you are ready to shoot.
d) Know your target and what’s behind it.
3) Guns
a) Spring, Gas and electric guns are all acceptable. A velocity rating of no more that 350 fsp may be used
for a Close Quarters Battle (CQB). Spring operated rifles or guns with higher velocity ratings may be
used during large open exercises. During these exercises, any shot under 35 ft must be taken with a
side arm that meets CQB.
b) • 1.0 - 350.9 fps - Arms length engagement limit
• 351.0 - 410.9 fps - 20 foot engagement limit
• 411.0 - 550.9 fps – 50 foot engagement limit, bolt action or permanent* semi-auto replicas only
• 551.0+ fps - Prohibited or allowed with permission of event organizer only
*Permanent semi-auto refers to replicas that do not have full-auto fire capability, no matter how the
selector switch or other user input device is manipulated.
– Arms length engagement limit
• 351.0+ fps – prohibited or allowed with permission of event organizer only
Engagement limits are based on averaged fps readings using .20 gram weight bb’s only. The method for
acquiring an airsoft replica’s average fps is to fire multiple (more than 2) shots through a chronograph,
record the readings, add the fps readings together and divide by the total number of readings.
Gas operated airsoft replicas should be chronographed using a “warm” ambient temperature gas supply
(i.e. magazine), or with heating device functioning if used during the cold season.
No allowance is made for airsoft replicas that have an average reading close to the lower end of the
next highest fps category. Example- if the replica has an average reading of 351.5 fps it falls within the
20 foot engagement limit.
c) Guns will not be loaned to players under 18 by other players.
d) Guns are the responsibility of the player. REMINDER – these guns are controversial!
e) Care must be taken to treat your gun as if it were real.
i) NEVER carry your gun or play Airsoft in a public area.
ii) NEVER carry your gun concealed on your person while in public. Use a gun case.
iii) NEVER expose your gun in public.
iv) NEVER attempt to use your Airsoft Gun for hunting or self-defense.
v) NEVER bring an Airsoft gun onto school grounds, even the parking lot.
vi) Airsoft guns are NEVER to be brought into the church unless there is a scheduled event.
vii) All guns must meet all Federal, State and Local laws.
4) Eyes, Ears and Face Protection
a) Safety goggles must be worn at all times.
b) Goggles must surround the eye and have a foam seal and elastic strap to go around your head.
c) Face protection is highly recommended. A player must use ear protection such as a mask, balaclava or
hood. Paintball goggles and masks are approved.
d) Eyes ears and face protection is the responsibility of the player.
e) A player is required to keep their face mask/goggles on at all times. This is basic safety while on an
Airsoft battleground.
5) No metal BBs.
6) No “blind” fire.
7) Bystanders must remain in the upstairs hallway, above the gym, if they are observing. Under no
circumstance will a bystander enter the field of play.
8) Whenever in Neutral Zones (not in the battlefield) all magazines must be removed, guns must be on safety.
There are no exceptions. Any violation will result in immediate and permanent removal from the facility or
game area. When in Neutral Zones, all guns must always be pointed in a safe direction such as down, slung
over shoulder, or placed in a holster.
9) No alcohol or illegal drugs are allowed. There are no exceptions. Any violation will result in immediate and
permanent removal from the facility or game area.
10) All participants are to be fiscally responsible for any damage to the property or items within the property.
11) Safety violations and/or cheating will not be tolerated. Please see the cheating section.

Rules of Engagement

1) Players who sneak up on opponents are given the option of eliminating them without firing by simply calling
out, "BANG”. This is to be done in close quarters to eliminate undo injury. It is to be used when the
distance is 5 ft. or less from a player to an opponent or when a player has been approached unaware from
behind by an opponent. Care must be taken not to startle the opponent, which might cause the opponent to
react and shoot you at close range.
2) Calling out “BANG” when in a stalemate position with an opposing team member is considered cheating.
3) A player is eliminated from play if a BB strikes any part of his/her body. A gun shots DOES NOT count as a
kill and will be considered a miss unless that player has more than one gun. If a player has more than one
gun, a hit gun is rendered useless until the player re-spawns. When an opponent is eliminated, he/she must
call himself out by shouting “Hit” or “Out” and proceed with his hands over his/her head to indicate that
they are no longer a target and proceed to the re-spawn area. Once a player indicates that he/she is out,
the player must move on to another target.
4) Rounds that ricochet and hit do not count.
5) A participant that shoots himself or is shot by his own teammate is eliminated (friendly fire).
6) If two participants hit each other simultaneously, both participants are eliminated.
7) Eliminated participants are not allowed to communicate in any way with other active participants.
8) Active participants that walk with eliminated participants automatically become eliminated participants. This
unacceptable tactic has been used to trick participants in the past
9) Eliminated participants should leave their eye protection on.
10) Eliminated participants should not shoot on the way to and from the re-spawn or reloading areas, as this will
distract and confuse active participants. This also means no discharging blank shots.
11) Re-spawning is used to allow players who have been hit to return to their starting position and re-enter the
game. The re-spawn point must be away from the flag, reloading area or any defensive position.
12) An opposing team must not “campout” by the opposing teams re-spawn area.
13) The reloading area is to be a safe zone. If a player needs to reload, he may go to the reload area in the
same manner as if he was hit.
14) No faking of injuries. This is not an acceptable tactic.
15) No participant may take with him into the playing field or fashion while there, an object designed to function
as a shield against being hit.

16)If a player or bystander is seen in the designated game play area without proper eye protection or if there
is an injury, you must call out “RED”. Any player hearing that word must stop and also shout “RED”, resulting
in a chain reaction which halts and alerts all players. Once the situation is resolved (by properly protecting
the person from harm and/or "removing" them from harm), the game will resume at the same point at which
it was stopped.
17) Participants may not aggressively touch anyone or cause anyone to fall. Violation of this rule is cause for re-
moval of the player from the game.
18) The leader in charge enforces this requirement and ensures that all players remain safe and no accidents oc-
cur during the game play.
19) All players will be expected to respect all other players, use the mercy rule when appropriate, and admit to
being hit when shot when shot by opposing player.
20) Good sportsmanship will aid in keeping tempers down.
21) No unsportsmanlike conduct, arguments, threats, racial or personal derogatoriness, abusive or foul language,
taunting, provoking, obscene gestures, or verbal aggression is allowed.
22) All rules are designed to create fairness and are subject to change. If you have not played in a while it is
your responsibility to ensure the you have the most up to date copy.

Deuteronomy 25:13-16 (NIV) 13) Do not have two differing weights in your bag—one heavy, one light. 14) Do not
have two differing measures in your house—one large, one small. 15) You must have accurate and honest weights
and measures, so that you may live long in the land the LORD your God is giving you. 16) For the LORD your God
detests anyone who does these things, anyone who deals dishonestly.

The Extreme Men’s Fellowship (EMF) feels that cheating should never happen one the battlefield. This fellow-
ship is a relational ministry; therefore, cheating does nothing more then discredit any ministry that could happen
and affects each of the goals for the EMF.

1. To have fun – cheaters do nothing more but ruin the enjoyment for the other players. We are using
high-powered toys and tempers need to be maintained for safety’s sake.

2. To support each other as men – how can we grow together in Christ and support each other through
prayer if we are basically fighting amongst ourselves about rules.

3. To have an introductory place to introduce our unsaved friends and loved one to the church – Do we just
what to reinforce that all Christians are hypocrites?

Discipline Process
Matthew 18:15-17 (NIV) 15) "If your brother sins against you,[b] go and show him his fault, just between the
two of you. If he listens to you, you have won your brother over. 16) But if he will not listen, take one or two
others along, so that 'every matter may be established by the testimony of two or three witnesses.'[c] 17) If he
refuses to listen to them, tell it to the church; and if he refuses to listen even to the church, treat him as you
would a pagan or a tax collector.

Getting shot is easy, having fun is not when the enemy becomes invincible.

If you feel a player is cheating you must “CALL” that player out. (Please understand that some tactical gear
may prevent some players from feeling a shot. This is only if you feel that the player is cheating. Remember
these BB's are highly inaccurate.)
1. Raise your hand to indicate that you are out of play and approach the player in question. Once you reach
their position, inform him that you are calling him out.
2. Call-outs must be accepted and the individual performing the call-out must call himself out as well.
3. What happens now? Well, if it’s a re-spawn game both players return to their re-spawn area and then re-
join the game. If it is a medic game, both players should separate and wait for their medic. Finally, if it
is a single elimination game both players are out of that game.
4. Once the game is over you must report the call-out to the event coordinator so the call-out can be
logged. (If the call out is a result of tactical gear, you should not to report the incident to the event co-
5. You cannot call out groups of players; only 1 person, at a time, may be called out
6. And lastly, if you willing choose not to call-out a player, in effect, you have just condoned that style of
play and therefore have no right to complain about it at a later time.
7. A player receiving three call outs you will not be able to play with the EMF for a one-month period. A re-
peated suspension will result in a permanent ban.

Positions Held by Players

Event Coordinators Event Coordinators are responsible for organizing events, opening and closing the building
and logging call outs. Joe Yerke

Chaplin The Chaplin is responsible for devotions and leading the spiritual component of the EMF. Phil Lewen

Treasurer The Treasure will collect & log dues and keep accurate record of the EMF’s finances and
attendance. All expenditures will be voted on by the attendees of the second Saturday of the month. John