Airsoft Korea forum FAQ

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Code of Coduct

ASK Code of Conduct

The future of Airsoft depends on how we present ourselves both on and off the field. Therefore, you must endeavor to be responsible at all times by observing proper replica handling techniques.

All players are expected to follow the ASK Code of Conduct.

CHEATING WILL NOT BE TOLERATED.

All hits to the player's body count as a kill, including web gear. Gun hits do not count.

When you are hit you will die in-place and leave the field immediately with your gun over your head or on your shoulder and one hand in the air and then move away from the combat area. Use of a “Dead Rag” is advised.

Eliminated players do not talk to live players, on the radio for any reason, or watch the game from the field of play. If an eliminated player suddenly finds himself in a combat zone, he will immediately move to a new area.

There is absolutely no shooting at anyone within a 6m safety zone. This rule may be eliminated during individual scenarios.

Treat every replica as if it was loaded.

Don't point your replica at anything you don't intend to shoot.

Treat your replica as if it was the real thing.

If you have any doubts about handling your replica safely, ask another player.

Keep your replicas in a secure and safe location so they cannot be easily accessed.

As much as possible transport your replicas unloaded in a nondescript bag or case. In a motor vehicle keep them in the trunk, if possible.

Never carry a replica on your person, in a concealed manner.

Never threaten anyone with a replica, even in jest.

Airsoft Hits

Because airsoft BBs strike with only a fraction of the force of paintballs and do not leave a mark on the clothing, disputes sometimes arise as to whether an enemy player has been hit. In the heat of battle, a player may sometimes not feel a BB strike for several reasons. The most common reason is adrenalin. Sometimes a player is so focused on an objective that he may simply not feel the hit. There are many examples of this in real life combat. A solider may be grazed by a bullet and not notice it until later. Also, when players are making a run for a flag or for cover, it's difficult for them to feel the hits because they are moving quickly. Equipment such as tactical gear or a tactical vest will also prevent a player from feeling a hit. However, in most cases, BBs hitting someone's equipment make a distinct sound, and players can usually hear this. However, hits on clothing are usually more difficult to hear. Also, if you are shooting at a player at longer ranges, the BB may not be hitting the person hard enough for him to even notice. On the other hand, there may be situations that a player thinks he has hit his opponent but in reality he hasn't. The most common one is long distance shot. To the shooting player it may look like he's hitting his target but in reality his BBs are falling short of their target. Another thing that can create a 'false sense' of a hit are bushes. Bushes can easily deflect a shot. In rare cases a player can miss someone even at close range. In his excitement to shoot his enemy, some players spray their guns wildly and hit everything but the target.

Ignoring Hits

Players may sometimes come across a situation where a BB lightly hit the toe of his boot or while lying down a BB hits his butt pack. He thinks that if it was real life the bullet would have just only taken off a part of his shoe but missed his toe. Or that the bullet would have just passed through his butt pack and miss him. So he thinks that hit really doesn't count and continues his mission. Any hit, no matter how seemingly minor, is a clean kill (except a gun hit).

Field Guidelines

Various fields will have rules that differ from each other and that are set by the team or group that controls the field.

Every player must be familiar with the specific rules of the field on which they play.

Field rules supersede all other guidelines in the event of conflicts.

Players shall observe all boundaries and limits to the field of play as established prior to commencement of activities. There shall be no deviation from the established boundaries at any time.

Violations of field rules will not be tolerated. Violating field rules may result in suspension of play privileges.

Rules of Engagement

Baseline ASK Rules of Engagement

General Rules During Play

"NO FIRE" ZONES

Players shall not engage an opponent from, into or across any designated "No Fire" zone. Players shall remove their magazines, clear and safe their replicas before entering a staging area or any no-fire safety zone. Only then may goggles be removed. Players shall not fire any replica into a no-fire zone.

Surrender

All weapon types may be used to surrender a player within six (6) meters provided that player is unaware of the attacker’s presence. A player may not surrender a player from the front for any reason. A player must accept surrender.

Time-Outs

Once a scenario has started, calls for a time-out shall not be honored except as outlined below. Players who cannot continue shall eliminate themselves from the field of play and move to the nearest safe zone. If the scenario allows a player may return to the game in accordance with the scenario rules. Time-outs shall apply only in emergency cases such as accidents, serious injury, notification of personal or family emergencies external to the event, and the presence of civilians or other non-participants on the field. Players and staff shall call and pass along a "GAME STOP", Korean “GAME JEONG-JI” call so all players know to immediately cease play until the emergency has been addressed. The phrase “GAME ON”, Korean “GAME SHI-JAK” shall be used to notify players that the game is continuing once the reason for the original stoppage has been addressed.

Surprise Encounters

If you encounter an enemy head-on, surprising each other, and you are less than 6m away, you must call a "parlay" and come to a compromise. If you are more than 6 meters apart shoot each other.

Teammate Eliminations

Players must indicate to teammates who are hit but don't realize it. Call "Hit Player’s Name”. Accept death indications from team mates without argument.

Overkill

Refrain from peppering someone with bbs after you see them realize they are hit even if they don't call "Hit" immediately.

Contesting Hits

If you and another team's player are contesting who got hit first (e.g. "You’re dead", "No you’re dead") both players are out. In the event one player hits the other while the second did not fire and the firing player was not within the minimum range for his replica then the hit player is out.

Grievances

Any grievances with other teams on game day should be taken up with the team captain who will in turn take them up with his opposite number.

Medic Games

In medic games, if you are shot stay put and call for the medic. When he tends to your “injuries” you may continue playing. A medic may not be revived in any situation. Players who are out or wounded and awaiting a medic may not aid other players in any way. This includes, but is not limited to, providing cover for other players, communicating with or directing friendly players toward an opponent, or providing weapons and ammunition to teammates. A teammate may take weapons and ammunition from a wounded player on the field, however, the wounded player may not assist with the transfer in any way. In cases where a player is out of the scenario he may give weapons and ammunition to allied players who return to the scenario staging area. A player must return to the spawn point and wait for the penalty time to expire before returning to play if, after being hit, a player on the other team, regardless of whether that player shot the wounded player, touches him before his medic is able to revive him. This is called a “Double Tap”. A player may not continue to shoot an injured player awaiting a medic in hopes of getting a “Double Tap” on him. The wounded player must be physically tapped out by an opposing player.

Respawn

Some scenarios will allow respawns. If this is the case then leave the field as if you were dead when hit and move to the designated area under radio silence and without any form of communications and wait for the designated time to elapse. You are then free to rejoin the game. A player who must return to the spawn point for any reason must take the full time penalty for that game (usually two minutes). Additionally, he may not select a spawn point that is in proximity to opposing players who are still in the game with the intent of firing upon them when his penalty time has elapsed. If a spawn point is overrun, players in that spawn point must move to a different spawn point with their kill rags visible. They do not, however, incur any additional penalty time beyond whatever time it takes to move. A spawn point is considered overrun when one or more opposing players are within 10 meters of the point and no viable opposition exists.

Prohibited Items

Marking Ammunition Prohibition

Any ammunition or other device that is designed to leave a mark of any kind on a player, equipment, or any other object is prohibited. This includes, but is not limited to, paintballs and paintball guns, paintball mines, paintball grenades, dry powder coated bbs, powder filled mines, markers and the like, or any other device that leaves a residue to mark a hit. The Mad Bull PBX4 grenade is exempt from this rule as is can be used to fire things other than paintballs. However, the PBX4 shall not be used to fire marking ammunition of any kind.

Graphite Coating of Ammunition Prohibition

Players may not coat their rounds with graphite or any other material for any reason since any graphite coated rounds that break the skin may produce a wound that will not properly heal and possibly leave a scar.

Laser Prohibition

Lasers are prohibited regardless of power or wavelength. This includes, but is not limited to, all red, red-orange, green, blue and IR wavelengths. Battery boxes that have lasers must have the power disconnected from the laser or the laser removed from the box to be used. Any combination device such as a weapon sight or flashlight and laser combination device (e.g. Laser Devices EOLAD ITAL-A, Blast, or MOLAD, Surefire X400) is prohibited regardless of its ability to power the contained devices separately. With the proliferation of cheap, high powered green lasers the risks of careless users damaging other players vision is simply too great to allow lasers to be used. Lasers add nothing to the game and even low powered lasers can damage the eye given the right environmental conditions such as low light or night situations. Additionally, lasers can dazzle players and cause temporary spatial disorientation that could lead to a falling injury.

Prohibition of Hostage Taking

Under no circumstances shall a player take hostages. Taking “hostages” shall be defined as the deliberate use of a player, a non-participating individual, or group of individuals, by a player in order to use them as cover or to gain a firing advantage on other participating players. This rule shall stand regardless of whether or not the non-participating individual or group is situated within the field of play.

Blindfire Prohibition

A player may not blindfire. Blindfire is the act of firing a replica without ensuring the muzzle is clear and without knowing where the bbs are flying. A firing player must be able to see that his muzzle is clear and where the fired bbs are going. This rule is not intended to limit “covering” or suppressive fire. Players may provide suppressive fires so long as they can see that the muzzle of their replica is clear and where their bbs are going. Players should make every reasonable effort to positively identify their targets before firing into cover or an area of limited visibility to reduce the chances of hitting a noncombatant. A player may also place his replica in a position that would require blindfire to suppress or deter an opponent so long as he does not fire and ensures the muzzle is clear before firing.

Red Clothing Prohibition

The wear of red clothing, or any other color that could be confused with a “kill rag”, is prohibited. Players may not wear anything that could confuse another player and all “kill rags” must be kept out of sight until used for their intended purpose. Kill rags should be placed on a player’s head to indicate that he is out of the game and moving to the spawn or safety zones.

Physical Contact Prohibition

No aggressive physical contact is allowed.

Replica and Equipment Limitations

Field Velocity Limitations

The maximum velocity for various weapon types shall be set by the team or group that controls the field where the games are taking place. All replicas shall be checked for velocity in accordance with the Airsoft Korea Unified Chronometer Procedures.

Gas Powered Replica Limitations

Gas powered replicas that have field adjustable systems are not allowed. Such systems must be disabled prior to use and be wired into a position that precludes tampering during play.

Booby Trap Limitations

Players may not utilize trip wires, pit traps, or any other type of booby trap system that is designed or may through its intended means of operation induce an injury through causing another player to lose his footing or fall. Decoy wires may be used to activate a mine or similar device provided that the wire is attached to another object that requires a player to pick up the object to activate the device. The device must fire its bbs and those bbs must hit players to cause any “kills”. Simply activating the decoy wire on the device without otherwise disturbing it (i.e. a “dud”) is not grounds for a player being considered hit. This rule applies to direct contact traps as well. The device must function and discharge bbs or it is considered a dud.

Minimum Range Limitations for High Powered Replicas

Replicas that produce over 1.5 Joule of energy shall not fire from a distance of less than 20 meters. Such replicas may not force a surrender at a distance of more than 6 meters. At distances between 6 and 20 meters a secondary replica must be used.

Knife and Bayonet Limitations

Players may not use knife or bayonet replicas with their hands. Players may mount a replica bayonet on an AEG, but must exercise extreme care when in proximity to other players. Players may carry non-metal, unsharpened replica knives on their gear for the look so long as the blade is completely covered, the handle is secured to the gear, and the knife is kept sheathed at all times during play. At no time shall a player mimic bayoneting, butt stroking, or otherwise physically attacking an opponent during a game. Players attempting to “Double Tap” another player may touch only the opposing player’s shoulders. Using a marker or similar device to record a kill is prohibited. In no case may a metal replica knife or bayonet be carried, affixed to another replica, or used for any reason.

Safety Rules

Safety Rules

Note: Failure to follow the required safety guidelines can put you or others in danger of bodily harm. Safety should always be your first concern. Items in red below are mandatory for all participants.

Personal Safety

Eye Protection: Proper eye protection is mandatory. All lenses must be rated at ANSI Z87.1-2003 (also known as Z87.1+) or better. Eye protection meeting the US Army Authorized Protective Eyewear List (APEL) standards is approved. Mesh goggles are allowed.

Water: All players are encouraged to bring sufficient water for the day’s activities.

Face Protection: Though only recommended, face protection can be just as important as eye protection. When playing at very close ranges, the use of full paintball masks or Balaclavas can greatly reduce the chances of bruising from a hit to the face.

Hand Protection: The use of gloves (full or fingerless) greatly helps in the reduction of energy transfer when hit by a BB. There are a variety of gloves on the market to choose from. Gloves with padded knuckles offer the most protection for the hands.

Footwear: Proper footwear is important when playing Airsoft. Sneakers, skate shoes, and Sandals are inadequate for play outdoors. Though not required, proper Law Enforcement or Military Grade boots are highly recommended for play.

Knee Padding: Knee pads are recommended for harsh terrain that could be hazardous when playing on. Aside from their protective qualities they aid in player comfort and safety.

Elbow Padding: Elbow pads offer the same advantages as knee pads noted above except they protect a player’s arms.

General Safety

Firing on observers, eliminated players, or any other non-participating individuals or groups of individuals is prohibited. Such actions shall be grounds for immediate ejection from the field of play, and constitute termination of that player’s activity for that day’s schedule. Conversely, observers, eliminated, players, and other non-participants should not behave in such a manner to draw the fire of players in the game and eliminated players must move to the safe or spawn areas as quickly as possible.

All replicas shall have a barrel blocker or the magazine removed as an extra precaution when the replica isn't in use.

Fireworks, pyrotechnics and similar devices are not allowed under any circumstances.

Laser devices of any kind are not allowed for any reason.

Players may not coat their rounds with graphite or any other material for any reason since any graphite coated rounds that break the skin may produce a wound that will not properly heal and possibly leave a scar.

Each player must check his replicas and gear for proper functionality before starting play. A player is personally responsible for the equipment used, whether owned, borrowed, or rented. If one breaks or ruins something, that player will be held responsible for any damages. Accidents do happen. Be careful and play responsibly.

Blindfire is expressly prohibited.

Chronometer Standards and Velocity Limits

This section deals with rules and regulations pertaining to equipment used in operations. Safety is a very important issue to us. We want everyone to have a good time but at the same time, we want all players to be as safe as possible every game day.

Chronometer Standards

The maximum velocity of all replicas shall be referenced in the form of muzzle velocity in feet-per-second with the Hop-up turned off, using 0.20 gram BBs. Muzzle velocity reducers are not permitted on any replica except for use with a game adhering to the Korean Standard Limits section below. The muzzle energy is listed for actual chronograph measurement purposes in accordance with the Airsoft Muzzle Energy Table and for use in accordance with the Airsoft Korea Unified Chronometer Procedures. For safety reasons these are the official fps limits:

Korean Standard Velocity Limits

Korean Standard Limits: When playing Korean teams, or any other time agreed upon by ASK members, the velocity limit on all replicas shall be reduced to 300fps (0.83J). There are no other restrictions on replicas using this limit (e.g. length, rate of fire).

*Note: some Korean teams allow support replicas up to 340fps (1.07J) and semi automatic sniper rifles up to 510fps (2.4J). Be advised that these limits may be in effect during play with Korean teams.

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