Site Rules & Where to Find Us
To help find the site here's a handy google map to the front gate!
The day will start with a safety briefing at 09:30 unless stated otherwise stated on the events page. If you want to play you MUST attend the safety brief otherwise you may be turned away if there are no staff available to back brief you.
In the area your eye protection must be kept ON at all times. Failure to do so will put yourself at danger and demonstrates an unwillingness to follow the rules which could result in you been ejected from the site.
Pro Airsoft Events does NOT tolerate bullying or overly aggressive play. Gobbing off at players on site will get you taken off it pretty quickly. If you do have issues with another player find a marshal to take care of it. If they don't take it up with the events manager or his 2IC (Normally Griff & Chris/Theo).
FPS Limits And Specialist Weapon Use
The FPS limits are:
AEG/GBBR Fully Auto: 350 FPS
DMR's: 450 FPS
DMR's must be locked to semi only. Do not spam your trigger (More than 1 round every 2 seconds) or you will be banned from using them. MED 20 Meters.
Bolt Actions: 500 FPS
MED 30 Meters
If you are using a gun with a MED we heavily encourage that you use some form of sidearm.Explosive pyro has a 5 meter kill radius and if used in a room takes out the whole room with no cover bonus. TAG rounds are allowed and follow the same rules thrown explosive pyro.
Battlesim days run a little differently than a skirmish and this is to promote deeper teamwork and to enhance the realism.
There will be ammo limits on these days and these limits are not the total amount for the day but how many you can carry on you at time in-between reloads. Reloading can only be done at either a HQ, FOB or rally point. The limit does not include ammo in your sidearm. Snipers/DM's can take a SMG for a sidearm but the ammo for it will be included in your limit. The ammo limits split between classes which are:
RIFLEMAN: 600 Rounds
SUPPORT GUNNER: 3000 Rounds
DESIGNATED MARKSMAN: 400 Rounds
SNIPER: 200 Rounds
When you are hit in a Battlesim day you are not immediately out of the fight instead you are wounded. Hit the ground where you were shot and shout for a medic. Each squad will have one medic which will tie a bandage on your arm. Once applied you are back in the fight. If you or the medic are shot during this process then you are both counted as wounded. If a medic is wounded then anyone can apply a bandage to him from his medic bag. If you need to moved while wounded a friendly player has to have both hands on you to move/drag you. This can be done up to 15 meters.
When your squad is out of bandages the squad must fall back to either a HQ, FOB or Rally Point where the bandages can be removed and handed back to the medic. If your squad takes 75% causalities it must fall back to one of the previously mentioned areas as it is deemed combat ineffective.
Each Squad must have a member with a radio so they can stay in touch with other squads and HQ. We have commercial frequencies that will be issued on the day for each team. PMR radios are not suitable for this. Contact us if you need help finding a suitable radio. The ones we use go for about £30.
No man goes to war alone! Remember to keep with your squad. If you're found lone wolfing it you'll be sent back to your HQ until your squad comes back to get you!
Any further specialist rules will be given to you on the day if needs be and the rest of the rules will be explained and demonstrated to you.