Field Safety Rules & FPS Limits
Every W.S.A.P operation is run to the published rules below: eye and face protection, hit calling, spawn and medic procedure, and the EU replica energy classes with their minimum engagement distances. The interactive joule and FPS calculator is on this page in the full version of the site.
Eye & Face Protection Protocols
Zero Compromise: Your Vision Comes First
- Mandatory Full-Seal Eye Protection (ANSI Z87.1+ / EN166B) (mandatory)
Shooting glasses must form a complete cover around your eyes. Regular sunglasses or open work glasses are strictly forbidden.
- Never Remove Eye Protection in Game Zones (mandatory)
Under NO circumstances may safety goggles be lifted or wiped in live combat areas. If your lenses fog, call "BLIND MAN" or have a marshal escort you to the safety zone.
- Lower Face Mesh & Dental Protection
Hard steel mesh lower masks or reinforced balaclavas are strongly recommended for adults and MANDATORY for players under 18 to prevent dental fractures.
Hit Calling, Ricochets & Fair Play Creed
Airsoft is a Game of Uncompromising Honor
- Every Direct Hit Counts (mandatory)
A hit on your boots, tactical helmet, vest, or backpack or anywhere else on your body counts as a complete hit! Shout "HIT!", raise your hand or replica immediately, and pull out your high-vis or red Dead Rag. A hit on your replica then your rifle is unusable shoot gun hit take your secondary and keep on playing with that.
- When in Doubt, Call Yourself Out
If you feel or hear a pellet impact and are uncertain whether it was a ricochet or direct hit, honor dictates you call "HIT" and respawn. Fair play earns respect.
- Dead Men Tell No Tales (Radio Silence) (mandatory)
Eliminated or wounded players cannot speak, point, or transmit enemy coordinates over walkie-talkies or in person until they have completed respawn.
- Dead Rags & Dead Lights (Night Skirms)
Day skirms require a bright red Dead Rag (minimum 20x20cm) or high vis vest. Night ops require an active red light preferably a blinking light.
Spawn Waves & Medic Revival Systems
Tactical Cohesion and Field Respawn Discipline
- The 3-Minute Bleed-Out Clock
When hit, drop to one knee or sit down with your dead rag. You may call "MEDIC!" but cannot move. If no teammate revives you within 3 minutes, you must return to base spawn.
- Buddy Bandage Application
Any active teammate can apply an elastic medical tourniquet or velcro armband to your arm. The medic must hold the player with both hands for 30 continuous seconds.
- Spawn Camping Restrictions
Shooting into or camping within 30 meters of designated respawn zones is strictly forbidden and subject to instant yellow card penalties.
Code of Conduct & Belgian Airsoft Regulations
Official Guidelines Under Belgian Weapon Legislation (Wet op de Wapens)
- Zero Tolerance for Aggression or Toxic Behavior (mandatory)
Physical confrontations, verbal abuse, or deliberately overshooting players on the ground will result in an immediate permanent ban from W.S.A.P Events and partner fields across Belgium.
- Public Transport & Gun Case Regulations (mandatory)
In Belgium, airsoft replicas must always be transported out of public sight in a locked gun bag or hard case, separated from BBs and batteries. Never expose replicas in public streets.
- Safezone Entry: Magazine Off, HPA Hose Off, Chamber Clear, Safety On (mandatory)
Making a replica safe is a sequence, not a gesture, and all of it happens BEFORE you cross the safezone line: magazine detached, HPA hose disconnected and the line bled, chamber cleared, then the replica set to safe mode with the safety catch engaged. Keep a barrel sock or plug fitted the whole time you are inside, and never dry fire in the safezone. A marshal may inspect any replica at the line, and one that is not made safe will be refused entry until it is.
- Alcohol & Drug Prohibition
Alcohol or narcotics consumption before or during any active skirmish phase is strictly forbidden. Breathalyzer checks may be conducted at safety check-in.
- Certified 100% Biodegradable 6mm BBs Only
Only 6mm BBs are permitted — nothing larger, on any replica and at any field. To protect Belgian nature reserves and agricultural soil they must also be official certified bio BBs. Ammunition is inspected at chrono, and any other size will be refused.
Assault / AEG / Rifleman / SMG / Shotgun
- Maximum energy: 1.2 J
- 0 meters MED (CQB Legal; gentleman surrender / "Pang" rule recommended inside 3m)
- Fire modes: Semi-auto inside buildings / Short bursts outdoor (max 2-3 sec)
- Instant trigger response. Binary triggers, ramp modes, and full-auto in CQB strictly forbidden.
- Optional secondary backup
- Permitted in all areas (Killhouses, rooms, stairwells, and open woodland)
- Max 0.30g Bio BBs recommended for standard Assault class
- Standard assault rifles (M4/AR-15, AK, G36, AUG), submachine guns (MP5, MP7, Scorpion), and multi-shot airsoft shotguns
Operational rules for this class:
- For AEGs and sidearms, a maximum of 1.2 Joules applies, tested with the weight you play with. In case of doubt, we test with 0.30 grams.
- Strictly semi-auto only inside all buildings, rooms, hallways, and doorways.
- Binary triggers (firing on both trigger pull and trigger release) are strictly banned.
- Ramping trigger modes and hair-triggers causing runaway fire are forbidden.
- Full-auto outdoor bursts are limited to maximum 2-3 seconds.
- 100% certified biodegradable BBs required across all Belgian fields.
DMR (Designated Marksman Rifle)
- Maximum energy: 1.7 J
- 15 meters Minimum Engagement Distance (Strictly no firing inside 15m)
- Fire modes: Semi-Automatic Only (Mechanically or electronically locked)
- Mandatory 2-second delay
- MANDATORY sidearm (≤ 1.20J, 0m MED) in holster at all times for targets within 15 meters
- Outdoors, open woodland, or perimeter fire. Prohibited for clearing rooms inside CQB structures.
- Bio BBs up to 0.40g permitted for wind resistance and precision ballistics
- Must be an authentic marksman platform (e.g. SR-25, M110, SCAR-H, HK417, MK12 SPR, SVD, FAL) equipped with a minimum 3x magnified optic or LPVO. Standard short carbines with red dots cannot be registered as DMR.
Operational rules for this class:
- For DMR, a maximum of 1.7 Joules applies, tested with the weight you play with. In case of doubt, we test with 0.40 grams.
- Safety Distance (MED): 15 meters MED (Mandatory).
- Trigger Protocol: Mandatory 2-second delay between shots.
- Operator MUST holster a secondary sidearm (Pistol/Shotgun ≤ 1.20J) and switch when targets enter within 15m.
- Mechanical or electronic semi-auto lock is mandatory: Full-auto selector position must be completely disabled.
Bolt-Action Sniper Rifle (BASR)
- Maximum energy: 2.3 J
- 20 meters Minimum Engagement Distance (Zero tolerance for close-range shots)
- Fire modes: Manual Bolt-Action / Straight-pull only (Semi-auto rifles CANNOT be classified as Sniper)
- Mechanical bolt rack delay (Manual bolt cycling required for every single shot)
- MANDATORY sidearm (≤ 1.20J, 0m MED) in holster at all times for close-quarter defense
- Open woodland, long sightlines, perimeter perches. Forbidden to clear rooms or fire inside CQB buildings.
- Heavy precision Bio BBs permitted up to 0.48g
- Spring or HPA manual bolt-action sniper rifle (e.g. VSR-10, SSG-10, Silverback TAC41 / SRS, L96, Kar98k) with high-magnification optic
Operational rules for this class:
- For snipers, a maximum of 2.3 Joules applies, tested with the weight you play with. In case of doubt, we test with 0.40 grams.
- Safety Distance (MED): 20 meters MED (Mandatory). Zero tolerance for close-range shots.
- Manual bolt-action only: Gas blowback or electric semi-auto rifles cannot be registered in the Sniper 2.3J class.
- Sidearm required: Sniper must immediately transition to secondary pistol whenever enemy movement is detected within the 20-meter dead zone.
- When shooting from upper floor windows, targets must be confirmed beyond 20m from the building exterior base.
Support Weapon / LMG (Light Machine Gun)
- Maximum energy: 1.2 J
- 10 to 15 meters Minimum Engagement Distance outdoors
- Fire modes: Sustained Full-Auto Suppressive Fire (Burst discipline enforced)
- Maximum 2 to 3-second sustained bursts, followed by a 2-second cooling pause to maintain safety and barrel life
- Recommended for close-range defense and entering building structures
- Outdoors, defensive trenches, sandbag bunkers. STRICTLY PROHIBITED from firing inside buildings/CQB rooms.
- 0.25g - 0.30g Bio BBs recommended for sustained box-mag feeding
- Must be an authentic dedicated support platform with bipod/box mag (M249 SAW, PKM, RPK, Stoner 96, MG42, M60). Standard assault rifles with drum magazines are strictly disqualified from LMG status.
Operational rules for this class:
- Allowed to fire continuous full-auto for tactical suppression, but strictly limited to max 2-3 second bursts.
- Prohibited from discharging inside any indoor room, corridor, or CQB structure. Must suppress from outside only.
- Minimum 10-meter MED: Point blank bursts with high-rate-of-fire support guns are strictly forbidden.
- Must deploy a functional bipod or authentic heavy support replica chassis (minimum weight rules apply at Milsims).
Pistol / Sidearm / Backup
- Maximum energy: 1.2 J
- 0 meters (Safe for room entries, corner transitions, and point-blank engagement)
- Fire modes: Semi-Automatic Only
- Natural semi-auto trigger pull. Rapid trigger walking allowed if under 1.20J.
- Standard primary role for shield operators, mandatory secondary for DMR and Snipers
- Everywhere, optimal for tight CQB, stairwells, and emergency transition
- 0.20g - 0.28g Bio BBs or Tracer BBs
- Gas Blowback (GBB), Non-Blowback (NBB), AEP electric pistols, CO2 sidearms, or compact tactical shotguns
Operational rules for this class:
- For AEGs and sidearms, a maximum of 1.2 Joules applies, tested with the weight you play with. In case of doubt, we test with 0.30 grams.
- Max 1.20 Joules (recommended 1.0J for CQB environments).
- Zero MED: Legal for close quarters, hallway stacks, and shield partner clearance.
- Full-auto capability (Glock 18C, AAP-01 full-auto) strictly banned during regular game modes.
- Must remain holstered in safezones with magazine removed.
HPA (High Pressure Air) Replicas
- Maximum energy: 1.2 J
- MED is determined by the replica class (1.20J for Assault = 0m, 1.70J for DMR = 15m)
- Fire modes: Locked to role classification (Semi-only for DMR, burst rules for Assault)
- Electronic FCU programming must enforce delay rules if configured as DMR (2 sec delay)
- Required if configured as DMR or Sniper
- Regulator and tank must be safely secured in a backpack or pouch
- Tested with EXACT player BB weight to eliminate Joule Creep errors
- PolarStar (Fusion Engine, F2, Jack), Wolverine (Inferno, Reaper), Redline, Mancraft, or Tippmann pneumatic systems
Operational rules for this class:
- Chrono verified using the player's actual game BB weight to detect and prevent Joule Creep.
- Mandatory Chief Marshal tournament lock: Once regulator pressure (PSI) is set, a tamper-proof serialized zip-tie is affixed.
- Breaking or tampering with the regulator tournament lock on the field results in immediate expulsion from the skirm.
- FCU dwell settings and fire modes will be inspected during morning chrono.