Colorado Airsoft Group Combat Manual v1.2.1
SECTION I – SAFETY
SAFETY IS ALWAYS FIRST AND LAST
REQUIRED SAFETY EQUIPMENT
EYE PROTECTION
• LENS: ANSI Z87.1-2003 High Impact GOGGLE rating (or better) is required. Mil-VO and ASTM Paintball Rating is considered BETTER.
ANSI Z87.1-2003 High Impact Lenses will have printed, engraved, or molded into the LENS the makers name and a Z.87+ (AOS Z.87+) marking. This means that regardless of “appearance” the lens has been tested at the GOGGLE level of protection.
• FRAME AND FITMENT: All frames must also meet ANSI Z87.1-2003 High Impact standards or better. Again, Mil-VO and ASTM Paintball ratings are considered equivalent or better than Z87.1-2003. Eye protection frames must have a retaining strap to keep them securely in place during play and must not have any gap through which a BB may pass.
NOTE: If your eye protection is not marked AOS Z.87+, you must maintain documentation of your goggle’s impact rating ONSITE with your gear. It is recommended that you tuck the documentation that came with your goggles beneath the foam in your gun case, so your replicas and your eye-protection documentation are inseparable.
FOOTWEAR
• Shoes must be closed-toe. High durability boots with substantial ankle support are strongly recommended.
RECOMMENDED SAFETY EQUIPMENT
Be warned, BBs can (and have) broken skin and teeth within our allowed FPS limits. Additional protective gear is strongly encouraged by the COASG, but is not required.
• Full-face ASTM Paintball-rated mask and/or sports mouth/tooth guard for tooth protection.
• Loose fitting, Long Sleeve shirts and Long Trousers of a heavy material (BDU-weight)
• Knee and Elbow pads
• Fingerless gloves
• A hat or other head covering
• Sunscreen
• A 50 oz or larger ‘camelbak’ water carrier.
Your equipment is YOUR responsibility. You and you alone need to ensure your equipment (or equipment of your minor child) is safe to use and meets COASG standards. You are further responsible for having documentation ONSITE that demonstrates that your equipment meets COASG standards. Failure to do so may result in removal from the field and/or Suspension until you provide that documentation.
SECTION II – AIRSOFT REPLICA POWER LIMITS AND MINIMUM ENGAGEMENT DISTANCE (MED)
MINIMUM ENGAGEMENT DISTANCE (MED)
COASG Minimum Engagement Distance rules are designed to maximize the safety of our Members. The FPS limit rules and MEDs are tailored so that the ‘delivered energy’ that a player will encounter upon being struck by a BB from any replica at that replica’s MED boundary is approximately the same (1 joule) across all classes/MEDs, and BB weights.
Consequently, it (almost) goes without saying: NO SHOOTING WITHIN YOUR MED. Not of another player, a vehicle, terrain feature, or fixed position. Never shoot within your MED.
Players carrying Orange- or Red-class replicas are to use them for standoff engagements only. When an opponent approaches within the MED of the Orange or Red-class replica, the player may either:
• Cease fire with the Orange or Red-class replica, and switch to a Green- or Yellow-class secondary
• Relocate to another position.
Players carrying both Green and/or Yellow-class replicas may use the Verbal Kill Rules within the 20’ MED of the Yellow-class replicas.
CHRONOGRAPH PROCEDURES:
Members will chrono their replicas:
• When changes are made to the replica that might affect its performance, to include changing preferred brand or weight of BB.
• Annually, whether changes have been made or not.
When chronoing their replicas, Members will use their own preferred brand and weight of BB in each replica they will field to yield the most accurate performance results.
The official FPS for that replica (for classing purposes) will be the maximum FPS from a 5 shot series. This FPS will be recorded and stored in the COASG database on the website.
COASG has seen stories in other regions that suggest that some less scrupulous players might be tempted to store heavier weight BBs in bags marked as holding lighter weight BBs. While we do not presume that COASG Members would resort to such behavior, the following provisions are in place as a cross-check and deterrent:
• Event Hosts reserve the right to request that any Member re-chrono any of their replicas at any time during that event, using the BBs that are in the replica at the time of the request is made.
• Additionally, Event Hosts reserve the right have a Member chrono using substitute BBs of a known weight and brand, in addition to chronoing using the Member’s preferred weight and brand.
REPLICA CLASSES:
COASG classes airsoft replicas by the energy delivered at the muzzle.
Green-class replicas are 0.84 joules or less.
Yellow-class replicas are 0.85-1.48 joules.
Orange-class replicas are 1.49-2.31 joules, and are restricted to semi-auto fire.
Red-class replicas are 2.31-2.80 joules, and are restricted to ‘bolt action’ fire.
GREEN-class Replicas
Definition: Any airsoft replica delivering less than 0.84 joules at the muzzle is a GREEN-class replica, and has NO MED. This class of replica includes most (but not all) stock AEGs.
Green-class FPS Limits
.12g BB: up to 387 FPS
.20g BB: up to 300 FPS
.25g BB: up to 267 FPS
.27g BB: up to 258 FPS (8mm)
.28g BB: up to 254 FPS
.30g BB: up to 243 FPS
.33g BB: up to 234 FPS
.34g BB: up to 230 FPS (8mm)
.40g BB: up to 212 FPS (6mm and 8mm)
.45g BB: up to 200 FPS (8mm)
YELLOW-class Replicas
Definition: Any airsoft replica that delivers between 0.85 and 1.48 joules at the muzzle is a YELLOW weapon, and has an MED of 20 feet, and may be used with the Verbal Kill rules.
YELLOW-class FPS Limits
.12g BB: 388-515 FPS
.20g BB: 301-400 FPS
.25g BB: 268-356 FPS
.27g BB: 259-343 FPS (8mm)
.28g BB: 255-337 FPS
.30g BB: 244-325 FPS
.33g BB: 235-310 FPS
.34g BB: 231-306 FPS (8mm)
.40g BB: 213-282 FPS (6mm and 8mm)
.45g BB: 201-266 FPS (8mm)
ORANGE-class Replicas
Definition: Any airsoft replica physically capable of semi-automatic fire ONLY that delivers greater than 1.48 joules and less than 2.31 joules.at the muzzle is an ORANGE weapon, and has an MED of 55 feet, and may not be used with the Verbal Kill Rules.
Note: Orange-class-class replicas may not have automatic fire capability. Orange-rated replicas must have any factory-enabled Full-Automatic feature locked out in such a way that it is not field-modifiable to return the autofire capability.
Orange-class-class replicas that have been modified from stock form to lock out any fully automatic or burst fire modes shall demonstrate same to the Event Host (or designee) prior to use at any Event.
ORANGE-class FPS Limits
.12g BB: 515-643 FPS
.20g BB: 401-500 FPS
.25g BB: 356-445 FPS
.27g BB: 343-429 FPS (8mm)
.28g BB: 337-421 FPS
.30g BB: 325-407 FPS
.33g BB: 310-388 FPS
.34g BB: 306-382 FPS (8mm)
.40g BB: 282-352 FPS (6mm and 8mm)
.45g BB: 266-332 FPS (8mm)
RED-Class Replicas
Definition: Any ‘bolt-action’ (single shot, manual reloading) airsoft replica that delivers greater than 2.31 joules and less than 2.80 joules.at the muzzle is a RED weapon, and has an MED of 75 feet, and may not be used with the Verbal Kill Rules. Sample replicas are Bolt Action Sniper Rifles (APS-2, M40, L96, etc) and other single-shot, manual-reloading replicas, such as the Maruzen Pump Shotgun, the Marushin M1892 Winchester Maxi, etc.
Note: Replicas capable of semi-automatic fire (Tokyo Marui PSG-1, etc.) are restricted to ORANGE-class limits.
Red-class FPS Limits
.12g BB: 644-708 FPS
.20g BB: 501-548 FPS
.25g BB: 446-490 FPS
.27g BB: 430-472 FPS (8mm)
.28g BB: 422-463 FPS
.30g BB: 408-448 FPS
.33g BB: 389-427 FPS
.34g BB: 383-420 FPS (8mm)
.40g BB: 353-388 FPS (6mm and 8mm)
.45g BB: 333-366 FPS (8mm)
VERBAL KILL RULE
In the interest of maximizing player safety and enjoyment and minimizing risks associated with very close range airsoft combat, the following Verbal Kill Rules are in place:
If you are within 20’ of another player, and have line of sight to that player (I.E. they are not on the other side of a wall, hill, or other obstruction), it is not necessary to shoot that player to ‘kill’ them. You may ‘kill’ that player with the verbal command, “BANG!”, and they are killed instantly. It is not necessary (or even desirable) for you to point your replica at them to issue the Verbal Kill, merely for you to approach the opponent within 20’, and say it.
In the case where two players are surprised, the first player to state the Verbal Kill survives the encounter, and the remaining player is killed.
The rationale behind this rule is to move away from the shooting each other face to face at distances of less than 20’, as has happened in the past when two players surprised each other on the field.
REAL WEAPONS POLICY
NO REAL WEAPONS are allowed on the field at any time.
SECTION III – PLAY AREAS
All games/events shall have declared Safe, Target/Chrono, and Free Fire areas.
SAFE AREA
No safety gear is required in the Safe Area, though it is recommended.
Before entering the safe area(s) all-class replicas must be positively cleared and unloaded, or have a Barrel Blocking Device secured in place.
AEG: Magazine removed and 2 shots fired, and/or Barrel Blocking Device in place.
Bolt Action/Manual Action: 1 shot fired, and thence not manually reloaded, and/or Barrel Blocking Device in place.
Holstered Pistol: Considered safe as long as it remains holstered.
Barrel Blocking Devices must be either securely inserted into the barrel, or positively secured over the end of the barrel to prevent bb discharge.
TARGET/CHRONO AREA
This area will typically mark the forward edge of the Safe Area. The Chrono area will shoot away from the Safe Area and the Free Fire Area both. Goggles are required at the Chrono/Target Area when it is in use.
FREE FIRE AREA
This area will be at least 150 yards from the Safe Area, or have solid dividers between the Free Fire Area and the Safe Area (such as berms or walls). Full protective gear is required at all times, and it is presumed that you can come under fire at any time.
SECTION IV – HOLD
If you observe a situation at any time that compromises safety on the field, call a HOLD, in a loud, clear voice.
If you hear a player call a HOLD, repeat the HOLD in a loud, clear voice.
Play stops immediately upon the calling of a hold. You may not move, fire, discuss tactics, reposition, etc., until the safety situation is resolved, and play is resumed.
Utilizing a HOLD for a tactical advantage is grounds for Suspension.
It is uncumbent upon ALL Members to call HOLD *IMMEDIATELY* in any situation where there is an unsafe situation on the field.
This could take the form of a player whose goggles fog to the extent that they are blind (and thus vulnerable to a trip/fall hazard)
This could also take the form of players who are out of bounds.
This could also take the form of a fluid playfield that has wandered too close to a trail.
In any of these cases (and more), calling a HOLD immediately, and loudly, is the only appropriate action.