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 Glossary & Rules Explanation

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PostSubject: Glossary & Rules Explanation   13/05/09, 06:00 am

Glossary & Rules Explanation

AO- Area of Operation. The field where the event takes place.

“Bang Bang!”- If you have an opposing player “dead to rights” in a close range situation where shooting them could result in unnecessary harm call out “Bang, Bang!” to indicate a verbal kill. The opposing player is now “dead” and should immediately pull out their red rag and follow the appropriate regen procedure.
“Bang, Bang!” is a safety call ONLY. It is NOT a way of killing someone tactically and should never be used in a situation where it could be disputed by a fellow player.

Blind Fire- Shooting without the ability to see what you are shooting at. The most common form is this is sticking your gun over or around cover and firing without looking at where you are shooting. Blind fire is strictly prohibited.

“Blind Man”- If a player loses his eye protection for some reason, he should immediately call "Blind Man." Upon hearing the call, other players should immediately repeat the call and wave their red rags to signal a halt in game play. The game is paused until the affected player pronounces "All Clear", at which point other players should return their red rags to their pockets and repeat the "All Clear" call. “Blind Man” may also be used to halt the game in the event of a medical emergency. Game Control Staff should then be contacted at once to assist the injured player.

Buffer Zone- For safety, all players are considered to be surrounded by a “no fire” zone of 5 yards (15 feet). Under no circumstance should you ever shoot another player inside this 15 foot zone, instead using the “Bang, Bang!” rule. Any player intentionally charging headlong into another player’s safety zone will be immediately removed from the game.
Bunkering- A paintball term which means to charge up on a player who is hiding behind cover and engage them at close range. For safety reasons, this tactic is forbidden in airsoft and will result in you being ejected from the game.

Chrono- Short for chronograph, this device measures the velocity at which a projectile travels.

Hit- If a BB hits ANY PART of your body or the clothing or gear that you are wearing it is counted as a hit. *Hits to the weapon count as a kill too (*Amended for Mt. Top games).
Ricochets off cover (ie: a wall) do not count as a hit. Ricochets through cover (ie: branches) do count as a hit.
Friendly fire counts! A hit by a teammate is still a hit.
When two players fire simultaneously and both get hit, both are out regardless of who said "hit" first.

Hosing- Unnecessarily long sustained bursts or more than 15-20 rounds at a time. Even for support weapons this is not allowed. Short controlled bursts should be used to allow opponents to call themselves out.

Mil-Sim- Stands for Military Simulation. The essence of a Mil-Sim event is one where the experience is more important than the outcome. Objectives typically mimic those of real world military operations, uniform impressions are usually fairly strict, and “role playing” is highly encouraged.

Red Rag (Wound Rag)- A piece of bright red or orange fabric used to indicate that the player is “wounded” and is no longer a valid target. The Wound Rag should be waved in the air briefly, then placed over your face as you lie down in a medic game. In a respwn game, just put it on your head while holding your weapon above your head and head to base.

Safe Area- Anyplace outside of the active play area including campgrounds, assembly areas, or any place where Game Control Staff indicates it is safe for players to remove their goggles.

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