Overview & Gameday Schedule
Airsoft is a military simulation proxy contact sport played with honour, integrity, and honesty. Unlike paintball, we do not rely on a visible mark to determine successful hits. Hits rely on your ability to hear and feel the strike on you or your equipment. When hit-taking fails, the game breaks down. It is your responsibility to be vigilant and honest.
Arrival & Schedule
Please arrive on site and ready in good time. Late players who miss the safety brief must be briefed while the first game runs and will join starting on game two.
8:15 AM: Site Opens
8:45 AM: Sign-in Opens
Eye Protection & Safety Standards
- Eye protection must be worn at all times outside of safe areas, be rated for airsoft, and worn correctly. Excessive gaps or improper fit will result in removal from play.
- Full-seal eye protection is strongly recommended.
- Under-18s must wear full-face (one-piece) protection.
- Under-14s must be accompanied at all times by an over-18. If an under-14 is eliminated, their supervising adult must also call a hit (and vice versa).
- Airsoft is physical—know your limits and play within them.
- “Man down” is strictly reserved for real-world medical emergencies or injuries.
- Inform staff of any medical conditions prior to gameplay.
- No blind firing. You MUST be able to look down your sights.
- Only over-18s may use pyrotechnics. Follow all manufacturer instructions or ask a marshal.
- Prohibited items include 0.12g/low-quality BBs, metal BBs, and glass.
- Weapons must remain unloaded, with safety on and magazines out in the Safe Zone (including holstered pistols), unless instructed to “lock and load” by a marshal or in a designated test range.
- Wear long sleeves, trousers, and solid footwear. Play is at your own risk, waiving liability claims against Section 8.
Playing Area & General Rules
- Do not enter taped-off areas, climb trees, or scale structures. Cross bridges with care.
- Boundaries are covered in the pre-game brief; ask a marshal if unsure.
- Do not shoot local wildlife.
- Be vigilant of the general public exercising their right to roam. Notify a marshal immediately if civilians enter the area.
- Take your rubbish home or use the safe area bins.
- Car parking is first-come, first-served. An offloading drop zone is available at the upper end of the road.
- Marshals wear ID cards and/or fluorescent vests.
- Groups or teams larger than 6 players may be split across different teams.
Standard Game Rules
- When struck, shout “HIT”, raise your hand/dead rag, and stand up. It is your job to make your eliminator aware, not theirs.
- Dead rags are compulsory, must be large and red, and are available if needed.
- Avoid overkill: allow eliminated players a moment to show their dead rag or raise their hand before continuing fire.
- Unclear players without a raised arm or dead rag are considered live in-game.
- Gear, helmets, load-bearing equipment, and holsters count as hits. Direct hits to your rifle barrel do not count.
- Eliminated players cannot communicate with live players (except to call for a medic).
- Medic Rules: Apply a white bandage to the arm to revive a teammate. ‘Bleedout’ occurs after 2 minutes unattended; do not bleed out early.
- Grenades: Instant kill to anyone within a 5m (15ft) radius unless blocked by hard cover.
- Knife Kills: Soft rubber/foam only. Tap the opponent’s back or shoulder and whisper “Knife kill.” Do not stab or throw. The victim is instantly dead with no bleedout and must return to respawn without calling out loud.
Sportsmanship & Conduct
- Aggressive play is distinct from aggressive behavior. Respect all players on and off the field.
- Physical or threatening behavior results in immediate removal from site.
- Anyone under the influence of drugs or alcohol will be asked to leave.
- Report suspected rule-breakers to a marshal with a description rather than confronting them directly.
- Marshals conduct random and player-reported “honesty checks.” Passing lets you play on; failing sends you back to the safe zone.
- Headshots are discouraged and permitted only if no other part of the player is exposed.
- The “Bang Rule” is not used at Section 8. Place controlled shots on the torso at close range.
Weapon & Chrono Limits
Hard limits apply. Chronographs are available from opening to close. Weapons will be randomly checked throughout the day; exceeding limits results in removal and a warning.
Full-Auto Guns & Pistols:1.2Joule Max (360FPS on 0.2g) Under 10m minimum engagement, single-shot only.
Semi-Auto DMRs: 30m minimum engagement. Semi-only rifles over 1.67J (425FPS on 0.2g) must maintain a strict 1-shot-per-2-seconds delay.
Bolt-Action Snipers: Up to 2.32 Joule (500FPS on 0.2g) limit with a 30m minimum engagement.
Lasers: Strictly prohibited in game regardless of wavelength or color.
FPS / BB Weight Reference Chart
| Category | 0.2g | 0.23g | 0.25g | 0.28g | 0.3g | 0.32g | 0.36g | 0.4g | 0.43g | 0.45g | 0.48g | 0.5g |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1.2J Full auto / pistols / shotgun | 360 | 336 | 322 | 304 | 294 | 284 | 268 | 255 | 246 | 240 | 232 | 228 |
| 1.67J DMR (Locked) | 425 | 396 | 380 | 359 | 347 | 336 | 316 | 300 | 289 | 283 | 274 | 268 |
| 2.32J Bolt Action | 500 | 466 | 447 | 423 | 408 | 396 | 373 | 354 | 341 | 333 | 323 | 316 |
