Event Information

Legal

Cash prizes must be collected by a person aged 18 or over with proof of age by government issued ID.

Airsoft Anti-Cheat are not liable for any injuries or accidents that may occur when participating in our events. Players partake in our events at their own risk.

Safety

All players are required to wear lower face protection when attending any of our events.

As our events are run at many different airsoft sites, we follow the host sites safety guidelines to ensure the safety of all our players.

Rules

Tournament Format

Double Elimination, First to 5 Points 

Point Scoring and Rounds: 

Each game contains a maximum of 9 rounds.  

When a team wins a round, that team gains a point. 

The first team to gain 5 points wins the game. 

Objectives

  • Eliminate all 5 of the enemy players. 
  • Capture the flag in the centre of the map and tap the poster at the back of the opponent’s spawn while carrying it.
  • Be holding or touching the flag when the round timer ends.

Teams

During registration teams can sign up as one of these three options:

5-Stack 

Emerging Squad 

Wildcard 

Wildcards will fill emerging squads and any wildcards that are left over will be assigned reserve players from 308sniper. 

Rental equipment is available to Patreons with the “Live event VIP” membership perk. 

Tournament BB’s

All Airsoft Anti-Cheat tournaments require players to use BB’s that we provide. This is to ensure that BB’s are of the correct weight and have not been tampered with before a match. 

Before each round, Marshalls will distribute players with a sealed bag containing 30 BB’s for each magazine. The player will then load 30 BB’s into each magazine with the Marshall as a witness. 

All BB’s that we provide are high quality 0.25G Green Tracers. 

Airsoft Gun and Utility Restrictions

Utility

No grenades or pyrotechnics of any form are allowed to be used. 

Knife kills are allowed but all airsoft knives must be approved by a Marshal before the game. We only allow rubber knives. 

Players must have a rubber knife if they want to be able to get knife kills. Rubber knives are not allowed if the blade exceeds 30cm. Any rubber weapon that is not deemed by a Marshal to be a “Knife” is not allowed. 

Rubber bayonets are not allowed to be attached to any gun.

Pistols

Pistols must be used on semi-automatic only, fully automatic guns are not allowed. Use of full auto, even by mistake, will result in an immediate point given to the opposing team. If a marshal deems this as deliberate, you may be removed from the event. If full auto was used by accident, after the round, immediately alert a marshal and you will not be risk being removed from the event or banned from future events. 

Airsoft replicas must look like a gun. The airsoft gun does not have to resemble a real firearm, but the gun must have a barrel, grip, upper and lower receiver. The head marshal will determine whether an airsoft gun is deemed appropriate, and their word is final. 

Rifles

Rifles must be used on semi-automatic only, fully automatic guns are not allowed. Use of full auto, even by mistake, will result in an immediate point given to the opposing team. If a marshal deems this as deliberate, you may be removed from the event. If full auto was used by accident, after the round, immediately alert a marshal and you will not be risk being removed from the event or banned from future events. 

Airsoft replicas must look like a gun. The airsoft gun does not have to resemble a real firearm, but the gun must have a barrel, grip, upper and lower Receiver. The head marshal will determine whether an airsoft gun is deemed appropriate, and their word is final. 

Shotguns

Triple shot airsoft shotguns are allowed but must be a spring airsoft gun. Triple shot is not allowed when using HPA or an AEG. 

Shotguns that shoot any more than 3 BB’s per shot are not allowed. 

Snipers

Snipers are not allowed. 

HPA and Gas-Powered Airsoft Guns

HPA and gas-powered airsoft guns are allowed if guns chrono under the Airsoft Sites Joule or FPS limit.  

Turning up the guns Joules or FPS above the sites limits will result in an immediate ban from all our events. 

HPA users must not adjust their PSI during a match. HPA users must alert a marshal when using a HPA gun and whenever they want to adjust the PSI. The marshal will witness the user change the PSI and test the gun again with the chrono.

Briefing

Pre-Game

Before each game starts, players will be required to chrono there airsoft guns to ensure that they have not been tampered with between breaks. 

Magazines will be shown to the Marshals. The marshals will then bring out a bag of 30 BB’s for each magazine that player will be carrying. Players will then load each magazine with 30 BB’s maximum. Any BB’s left over from each bag will be discarded. 

Players on the top half of the tournament bracket will choose which side of the map they want to start on before entering the arena. 

Between Rounds

Players may choose if they want to refill there magazines. If a player wants to refill a magazine. The magazine will be emptied fully and re-filled with 30 BB’s or less. 

Players must swap ends at the beginning of every round. This is to ensure that each player has a fair chance in the arena. 

Players are allowed to switch guns between rounds if they have been tested on the chrono by a marshal before the game. The marshal must be alerted and will stay with the team as they refill there magazines.

HPA users must not adjust their PSI during a round but must alert a marshal after the round has ended if they wish to adjust. The marshal will witness the user change the PSI and test the gun again with the chrono.

During Rounds

Rounds have a 5 minute timer.

If the timer ends and there is a player currently holding the flag, their team wins the round.

If the timer ends and neither team have a player touching the flag. The team with the most alive players wins. If both teams have the same amount of alive players, the round will be replayed until a winner is declared.

Draws

If players shoot each other at the same time and a winner cannot be decided by a marshal, the round will be played again. 

There are no scenarios where a round will become a draw. The round will be replayed until a winner is declared. 

Leaving Spawn

Players must have their hand touching the poster in their spawn until the round start countdown is finished. As soon as the countdown is finished, players are allowed to move. If a player moves before the countdown is finished, the player will receive a foul and the round will be restarted. If a team receive two fouls, they will lose the round. 

Lives

Players only have 1 life per round. 

When shot, a player must shout “Hit” and immediately stop shooting. 

Players must return to their spawn area via the most direct route. The players hand must be raised until the end of the round to show that they are removed from the game. 

Players must tap the button in their spawn area once when they are dead.

Dead players must wait with there hand against the button wall until the round ends. Players must ensure that they are close to the wall and are not blocking alive players from playing. If a player is deemed to have blocked a live player by a marshal, they forfeit the round.

Objectives

Win conditions:

  • Eliminate all 5 of the enemy players. 
  • Capture the flag in the centre of the map and tap the poster at the back of the opponent’s spawn while carrying it.
  • Be holding or touching the flag when the round timer ends.

Gun Malfunctions

If a player has a gun malfunction, once the round has ended, alert a marshal and they will allow you to switch guns. If the player does not have any other guns to switch to, they will be unable to continue, and the team forfeits the round. 

If the player has another gun that was not tested with the chrono before the game and the marshal deems their current airsoft gun as unusable, the player can use the new airsoft gun that will be tested with the chrono before use. 

If the player does not have another airsoft gun to use. The player will have the option to buy a new gun from a retailer attending the event or upgrade to VIP to gain access to a rental gun. If they decline either of these options, the team will forfeit the game.

General Rules

Marshal’s word is always final, any disputes from players may be checked by stream replay if the Marshal believes this is the correct course of action.

Marshals will be marshalling in the arena and via cameras.

Gun hits do not count as an elimination.

Ricochet hits count as an elimination.

Pre-fire is allowed. (Where players shoot without a target in front of them.)

No blind firing. (Holding guns around corners and not being able to see where the gun is shooting.)

Glossary

Point

Points are given to a player when they win a round. 

Rounds

A round is where teams will play against each other to win points.

HPA

High Pressure Air

AEG 

Automatic Electric Gun