Free shipping over $300!

WE PURCHASE USED AIRSOFT GUNS! CONTACT RANDY FOR DETAILS!

The Farm Rules

Equipment Standards


All equipment is subject to staff inspection at any time for any reason. All decisions around what equipment is approved/denied will ultimately fall in the hands of the head referee of the day. Certain days may run with different rulesets, these days will be clearly advertised prior to the day of operation.

 

ALL PLAYERS ARE REQUIRED TO HAVE A BARREL COVER WITH RETENTION CABLE TO ATTEND THE FARM. SOCKS, GLOVES, ETC ARE NOT ACCEPTED



Velocity limit for AEGs, shotguns, pistols, and GBBRs - 1.5j, Semi automatic only


Velocity limit for LMGs, MMGs, support guns - 1.5j, full auto w/ 5 round burst and 30 foot MED. Players must carry a secondary to engage players within the MED.

Support guns must be based off of a real world machinegun (M249, PKM, CM16 LMG, etc). An Ak with a drum mag is not an LMG.


Velocity limit for DMRs, bolt action sniper rifles - 1.9j, semi automatic w/ 50 foot engagement distance. Players must carry a secondary to engage players within the MED.

DMRs must be based off of a real world marksman rifle (M14, SR25, Mk12, SVD, etc). An M4 with a scope on it is not classified as a DMR.

Sniper rifles are classified as rifles that must be manually rechambered after each shot.



Hand Grenades

Grenades must be rendered inert or safe from accidental discharge when leaving the arena to the staging area. Players should be familiar with the mechanics of their grenades before bringing them to our facility.


Hand Grenades are restricted to “live-action” grenades such as Cyclones, Tornados, and Storm 360s that spray BBs when they detonate. Thunder-Bs, Bang 22s, rubber/dummy grenades, and tennis balls are a no-go. We are near residential spaces, so sound grenades are prohibited.


Homemade pyrotechnics such as pea and play-doh grenades are STRICTLY PROHIBITED. Any players found with these items will be immediately discharged from the field and handed to the local authorities.


Hand Grenades have a 10’ “kill radius.” Any players within 10 feet of the grenade and not behind solid cover are considered “wounded” and must follow “healing” procedures, regardless of being hit by BBs


Players within 10’ of a grenade and behind “soft cover” (Bushes, trees, foliage) are considered “wounded” and must follow “healing” procedures, regardless of being hit by BBs


Players within 10’ of a grenade and behind “hard cover” (walls, vehicles, bunkers) are safe


If a grenade detonates within a hallway, room, or bunker, everyone inside is considered “wounded” and must follow “healing” procedures. The only exceptions are rooms larger than 500sqft


Grenades that fail to detonate are considered duds and have no effect


Grenades must be thrown from spots of symmetrical engagement. You can only throw a grenade where you can also shoot your weapon (IE, no throwing grenades over the walls of a building).


Players are able to kick or throw back grenades. No jumping on grenades.



Rockets and 40mm Grenades

40mm style grenades and any grenade designed to be fired from a launcher must be fired from a launcher and cannot be fired “free-hand”


Shower grenades, NERF rockets, Chalk Rounds, and Master Mikes are all approved ordinance. 40 Mikes are prohibited


Rockets and Chalk rounds have a 20’ “kill radius” from point of impact.


Players within the 20’ radius and not behind solid cover are considered “wounded” and must follow “healing” procedures

Players inside the room, hallway, bunker, etc where a rocket impacts are all considered “wounded” and must follow “healing” procedures


All ordinance (with the exception of BB shower grenades) must be lobbed and must never be aimed directly at a player






Player Etiquette


Transportation - 

Players should exercise the utmost responsibility when transporting their equipment to and from our facility. Opaque lockable gun cases with trigger locks are recommended to avoid any mishaps in public. Please take particular care of how batteries, gasses, and other possibly flammable objects are stored, particularly in days of high heat



Age restrictions and waivers - 

Players aged 12 and up are welcome to play at our facility. Players 12-17 must have a parent or guardian sign their waiver in person. Players 18+ may sign their own waivers. 

Regardless of age, airsoft is a team sport based around respect and maturity. Players will be treated how they act.

Foul Language - 

The Farm is an all-ages facility. Due to the nature of the sport and the community, cursing is unavoidable. That being said, foul language that is seen to be excessive, aggressive, or pointed will not be tolerated. Any form of hate speech, homophobic remarks, racial or cultural slurs will not be tolerated in any way. Use your best judgement when speaking around minors. Referee's will have the final say on what is considered allowed or not.

Identification for waivers -

If over 18 please have a form of ID on you at all times. You may need to provide proof of age for waivers and insurance purposes. Parents and guardians must be on site with ID to sign off for their children or dependents. Photos of ID or Signatures will NOT be accepted as a valid form of ID. 


Smoking, Vaping, and Garbage -

Smoking or vaping must be done 20 Metres from the facility entrances. Please dispose of cigarettes in the provided ash bucket. Please keep cigarette disposal in the ashtray and garbage in the garbage can. All garbage should be disposed of in the proper trash receptacles. Your area should look the same when you leave as it did when you arrived.


Inebriation - 

Under no circumstance are players allowed to be inebriated and under the influence of alcohol, drugs or medication while handling firearms. Our emphasis is for players to have fun while experiencing shooting in a clean and safe environment. We prioritize and will not compromise the safety of all of our patrons and our staff. Players under the influence will not be allowed to play and will be asked to sit out from games. 


Punctuality - 

Please arrive to the field with enough time to prepare your equipment before safety briefing begins. Staff will give warnings when the initial safety briefing and when subsequent games will be happening. All players are REQUIRED to attend the safety briefing. Players that miss the initial safety briefing will be required to read through the safety briefing and answer questions about it to a referee before being allowed to play. 

Players who miss the pre-game briefing may not be allowed to play based on referee discretion. This is to ensure everyone on the playing field has the same understanding of the rules and to ensure a fun and enjoyable experience for players who make the effort to attend the game briefings and understand the rules.



Field Property - 

Please respect the equipment and cover at our facility. Do not move anything that isn’t meant to be moved. Do not shoot at the referee tower, lights, electrical equipment, or spectators. Do not climb objects. If you see any cover that is out of place, or anything that may be a safety hazard (IE Exposed nails, holes in the ground, broken glass) immediately inform our staff so we can fix it.

Hit Calling - 

Call your OWN hits, not others. Airsoft BBs can be sent off trajectory by numerous factors, so please ensure your guns are zeroed and you know where you are shooting. If you are “hitting” someone multiple times and they are not reacting in any way, you probably just aren’t hitting them. Be sure about your own accuracy before blaming the other player.

This also applies to your teammates. Ensure your own team’s integrity before the enemy team’s. If you see a player cheating (Shrugging hits, not properly respawning, blindfiring), kindly remind them of the rules. If both teams take accountability for its members, everyone will have a more enjoyable time. 

Be sure to keep the two factors above in mind before reporting enemy cheating. If you suspect a player of cheating, please inform a referee with an accurate description of the player (“a guy in green camo” is not an actionable description). The suspected player will then be monitored by our staff. It is strongly discouraged to try and take matters into your own hands. This isn’t a Youtube compilation, full-autoing a suspected cheater is a fast-track to not being invited back to our facility.





Harassment -

For everyone’s safety, we cannot tolerate inappropriate or aggressive behaviour, harassment or coarse language. People who engage in this type of behaviour will be asked to leave.

Unsportsmanlike behaviour / gameplay will result in player ejection from play for the rest of the round, possible removal from premises, or complete banning from facility. Disciplinary decisions area at referee’s discretion and are final.

Do not damage property. You will be held responsible for damages incurred and possible banning.

Should conduct be deemed illegal, responsible parties will be held liable and prosecutable to the full extent of the law.


Rules of Engagement


Hit Calling and Being “Dead” - 

It only takes one BB to be considered “dead,” but there’s always a possibility of being shot more than once while playing (IE if 3 people are watching cover, and each of those people shoots 3 BBs, that’s 9 BBs). It is up to each player to ensure they are following all common airsoft etiquette to lower the chances of overshooting and misunderstandings. 

After being hit, yell “hit!” loudly, and quickly raise your hand or gun in the air. Pull out your kill rag, and walk back to respawn. A quick wave toward the person who shot you is also a good way to ensure they know that they hit you. A “good shot!” is another great way to build up a good rapport with players on the field. Make sure you keep your hand or gun above your head all the way back to respawn to avoid any further confusion.

Remember, DEAD MEN DO NOT TALK. If you are “dead,” and relay any information whatsoever to an alive teammate, you are both considered “dead” and must return to respawn.

Ricochets do not count, but please be 100% sure it’s a ricochet. The golden rule of airsoft is when in doubt, call the hit. 


Hit Calling Disputes - 

Trade - In an event of a trade where two players shoot each other simultaneously or near-simultaneously, both players are considered out. This can also be settled with a game of rock, paper, scissors, but you both may get shot by other players while you’re resolving the dispute. 

Cheaters - Ensure you can give an accurate description to a referee so they can perform a hit check and contact the accused player accordingly.

Gear Hits - Gear hits (IE Vests, pouches, helmets, etc) COUNT. If it is a part of your kit, it is considered gear and is considered a hit.

Gun Hits - 

Gun hits do not count as a “hit.” If your gun is hit, it is “disabled” for 10 seconds. Ricochets do not count for gun hits.

During the 10 second period, you may switch to your secondary weapon.

After 10 seconds, yell “back in!” and you may resume using your primary weapon.

If you are hit while your gun is disabled, you are considered “dead” as normal.


Gun etiquette - 

There is no minimum engagement distance besides DMRs, LMGs, Sniper Rifles, and Master Mike grenades. We have planned our velocity limits to make sure all players will be safe regardless of engagement distance for standard guns. Our staff has found that Mercy Rules only cause ambiguity and arguments, however there are still things you as a player can do to help ensure an enjoyable time for all.

Never give a shot you yourself would not take. 

Any “surrender” call always implies a choice. The player can either contest or accept the surrender. If a player chooses to fight out the surrender, they cannot complain about getting shot close-up as they chose to try and fight it. 


Only call “surrender” on flanking angles. Running around a corner repeatedly shouting “surrender! Surrender!” is frowned upon at our field.


Absolutely no blind-fire. You must be able to see down the barrel of your gun while shooting. Blindly shooting over cover/around corners is strictly forbidden. Shooting through floorboards and through gaps in cover that you could not fit your fist through is also forbidden.


No physical contact with your guns. No muzzle-strikes, bayonets, or using an airsoft gun as a melee weapon. Players are also not allowed to grab/disarm other player’s guns, this is not John Wick.


Foam/Rubber melee weapons must be approved by staff beforehand and must only be used from a flanking angle to avoid ambiguity (No face-to-face melee hits). Melee “kills” are silent so if you are “killed” with melee do not yell hit. Simply put your hand up and return to respawn.


Melee weapons must be in a player’s hand, not thrown or attached to a weapon, and cannot be put through holes in cover. 


Lost Goods - 

Airsoft Assault is not responsible for lost or stolen property. Players are recommended to properly store and label all their equipment in the staging area. Markers and tape for labelling can be borrowed from the Check-in desk


If a player finds themselves upon a lost item please leave the item where it is and let the staff know at earliest convenience. It is likely that the owner knows where these items are. If required, give lost items to the game marshall or staff and an announcement will be made about it.


Items that are lost on the premises  and not collected by the players will be held at the field lost and found. If you suspect you have an item in the lost and found please provide some sort of proof of ownership (receipt, identifying marks, pictures, etc.). The staff will promptly return the item to you. If an item is found on the field and not claimed after 3 weeks, the item will be forfeit.


Players caught stealing items (whether in the act or on footage) will be reported to law enforcement and banned from the field with no refund. Picking up lost items and pocketing them for personal purposes is considered theft and will be dealt with accordingly. Do not touch anything that is not yours without the permission of the owner.