Welcome . . . to Divinity
You have just entered an Elysian paradise of airsofting: the site of Divinity airsoft team. Divinity is composed of highly skilled commandos, trained to be superhuman on the airsoft field. Go ahead, see for yourself; explore our site. Just don't let the pretty-boy appearance deceive you . . .
Divinity News
March 9, 2010
Coliseum Airsoft Games
With the success of the last tournament, Divinity is hosting another "Coliseum" event on Saturday, April 2. See "Events" for more details.
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February 22, 2010
Divinity is hosting a "Coliseum" event on Saturday, March 6. See "Events" for more details.
Also, Some members of Divinity took a group of airsofters to Tac City Friday, Feb. 12, so look for a video from that soon!
January 3rd, 2010
Happy New Year!
Divinity just finished up its first year with airsofting on Dec. 26th and by hosting a introduction to airsoft session on Jan. 2nd. If you and some friends are interested in such a session, you can contact Divinity to make arrangements (cost may be applicable, and will vary).
December 16, 2009
For those who went with Divinity to Tac City last October, Twitch has put together a video of the terminator round we did. You can see it onour Facebook page.
October 17, 2009
We have finaly found a semi permanent training location! Code name: Abandoned Church.
In addition, the dead line for registering for Tac City has been moved up to Thursday night (Oct. 22). If you can't pay in advance that is fine, just be sure to bring it the day of!
September 19, 2009
Lance Zach "Saint" Pahle has departed to college and will not be re-joining Divinity till mid-December.
Good luck Zach!
Team Divinity
Location - Lancaster, CA
We . . . Are . . . Divinity!
We are Divinity, and our goal is simple; to continually improve both our individual skill and team performance on the field through unceasing training and practice, aiming for the highest level of perfection possible. To this end we train as a team eight hours per week, practice against non team affiliated airsofters, as well as compete once a month at a public airsoft field.
We train ourselves in multiple areas of combat in a variety of ways: team physical training, close quarters combat training, target practice, tactical formations, tactical manuvers, field combat training, commands and communication, and much more. As a testament to our commitment toward continual improvement, a ranking system based on each individual's level of training is incorperated into the team training regiment. Each rank of the seven ranks are earned by fulfilling a series of requirements in a Rank Advancement Trial, passed under the supervisiaon of a team Training Officer.
Team Divinity was founded in mid 2009 by Dolton Foster, when he invited his brother Brandon Foster, Zach Pahle, Andy Poulter, and Paul Marshall to join him for informal tactical training. Since then, the team has evoled into a formal and formidable unit on the airsoft field.
Team Members
Brandon Foster
: Pawn
:
: Rifleman
: DY 003 "Osiris"
: First Choir, Order Virtue
Rank
Position
Role
Call Sign
Choir/Order
Previous
Next
K. Dolton Foster
: Chief
: Team Captain, Chief Training Officer
: DY 001 "Apollo"
: First Choir, Order Archangel
Zach Hibler
: DY 006
Kyle Krumrei
: DY 007
Paul Marshall
: Lance
: Rifleman / Support Sniper
: DY 005 "Hack"
Favoring the UTG mk96 rifle, Paul "Hack" Marshall is the team sniper. In CQC situations, Hack forgoes the sniper rifle and fills a support role with his Echo1 M4 CQB XK, providing cover fire and ammunition.
Hack has been airsofting since winter 2008, and joined the team summer 2009.
Zach Pahle
: Team Co-Founder
: DY 002 "Saint"
Andy Poulter
: Support Machine Gunner
: DY 004 "Red"
The Team
Video Gallery
Open Event
Date
Time
Location
: Saturday Dec. 5, 2009
: 1:30 pm
: Rosamond CA
Divinity will be hosting a airsofting event Saturday December 5, open for any who would like to partisipate.
Field entry for non-team members is fifteen dollars (AEG rentals with ammo included if needed). Rentals are limited, so RSVP ASAP!
Long shirt, long pants, and adiquate eye protection are required.
No FPS limit!
RSVP to recieve field location.
* RSVP *
Tac City Airsoft
: Friday, Feb. 12, 2010
: Tac City, El Monte CA
Zach "Twitch" Pahle of Divinity is organizing a trip to Tac City and several other members will be joining him.
Field entry is $15 per person, mask rentals are $5, and gun / mask rental packages are $15. All Airsoft Guns Must be in a Gun Case or Rifle Bag.
Be sure to fill out the Tac City Release of Liability Form!
Tac City is located at 2208 Edwards Ave. South El Monte, CA 91733.
Please contact Divinity if interested in joining in this excursion!
No Events
Divinity Currently is not planning any events. Please check back frequently, though, as Divinity tries to have an event at least once a month!
Coliseum
: Saturday April 2, 2010
: 12:00
: RSVP for Location
Divinity will be hosting a coliseum airsofting event on Saturday April 2, open for any who would like to partisipate. Coliseum games are strictly non-team, free for all, group combat games.
Cost for entry is $10.
Eye protection is required, and long pants are recommended.
Players must bring their own guns and ammo to participate.
Joining Divinity
Bylaws
I. Membership
A. The Team Captain has the authority to accept or reject
all requests for team membership.
B. An individual is classified as a team member upon
signing a Membership Contract.
C. Individuals fifteen and older join as Knight members.
D. Individuals twelve to fourteen years join as Apprentice
members.
E. Joining members must pay a signing fee to complete
full membership.
i. Full members joining as Knight members pay a
one time signing fee of $50.
ii. Full members joining as Apprentice members pay
a one time signing fee of $30.
F. Full members are awarded a $10 recruitment bonuses
for each full member they bring on to the team.
II. Membership Privileges
A. Ful members are permitted to attend all team training
meetings, with an attendance fee of $5 per meeting.
B. Full members have full access to the use of team
equipment during team meetings and events.
C. Full members pay $5 for entry into team hosted events.
III. Member Responsibilities
A. All active team members should make their best effort
to attend all team meetings and events
i. All training meetings are mandatory.
ii. Exceptions will be allowed at the Team Captin's
discretion.
iii. All requests for excused absences must be made
24 hours prior to the meeting or event.
B. All team members are required to abide by the Team
Bylaws, Team Code of Conduct, and Team Safety
Rules.
i. Any team member who violates the the Team
Bylaws, Team Code of Conduct, or Team Safety
Rules will be issued a verbal warning by the Team
Captain.
ii. A second similar offense will earn the team
member a Dishonorable Conduct Report (DCR)
signed by the Team Captain, the witness or
witnesses to the offense, and the offending team
member, and to be kept on file by the Team
iii. Any team member who receives three or more
Dishonorable Conduct Reports may be dismissed
from the team by the Team Captain.
C. All team members are to follow any and all directions
and instructions given by the Team Captain.
IV. Team Treasury
A. Funds from the team treasury may only be used to
make purchases that have been approved by the Team
Training Committee.
B. The Team Captain is the only team member authorized
to make purchases with funds from the team treasury.
C. Purchase suggestions are made by submitting a
Purchase Request (PR) form to the Team Captain.
D. A PR form must be approved by a majority vote of the
Team Training Committee for approval.
V. Team Organization
A. The team is organized into four choirs: First Choir,
Second Choir, Third Choir, and Fourth Choir.
B. Each choir contains three of twelve orders:
Supernaturals, Celestials, Illuminations, Seraphim,
Cherubim, Thrones, Dominations, Virtues, Powers,
Principalities, Archangels, and Angels.
C. Each team member is assigned to a choir and order
after receiving his first rank.
D. Each team member is assigned a team number and
chooses a team call sign after receiving his first rank.
VI. Team Leadership
A. The Team Captain holds chief authority over the team
and its members.
B. The Team Captain is to appoint a single Chief Training
Officer (CTO) to manage the training curriculum, all
training meetings, and the team Training Officers
(TO's)
C. The Team Captain may appoint TO's at his leisure.
i. TO's are responsible for leading training exercises
during training meetings
ii. The TO's hold supreme authority, second only to
the Team Captain and CTO, during training
exercises.
iii. Only the TO placed by the Team Captain in
command of a training exercise has authority over
that training exercise; all other TO's are to submit
to the authority of the TO in command.
D. The Team Captain, CTO, and all TO's comprise the
Team Training Committee, to be responsible for the
organization of team training meetings and exercises.
E. Each team member will receive a team rank based on
his or her level of skill.
i. The team ranks are Pawn, Lance, Chief,
Champion, Guardian, Elite, and Immortal.
ii. All new team members begin without any rank.
iii. Team members advance in team rank by
successfully passing Rank Advancement Trials
(RAT's).
a) Each rank has set advancement
requirements.
b) Each RAT includes that rank's advancement
requirements in addition to the advancement
requirements of each rank preceding it.
c) A team member may request an RAT once
approved by a Training Officer.
d) RAT's are conducted by any TO appointed to
do so by the Team Captain.
e) A TO may not conduct an RAT for a rank
higher than his own.
iv. During training exercises, skirmishes, and
competitions, field command hierarchy is
determined by team rank.
a) All team members must follow the field
command of any team member of higher
rank.
b) No team member may order any team
member of lower rank to disobey an order
given by a team member of a higher rank than
both.
Code of Conduct
Respect :: All team members are to show proper respect to the
Team Captain, to their Training Officers, to their superior
ranking team members, and to their peers.
Honor :: All team members are to refrain from any conduct that
would bring dishonor to the team or its members.
Discipline :: All team members are expected to exhibit proper
self motivation while continually and tirelessly striving to
improve both their individual skill and team performance.
Safety Rules
1. Adequate eye protection is to be worn at all times while there
is any live fire.
2. Adequate eye protection is any eye glass or goggle that fully
encloses both eyes and meets or exceed the American
National Standard Institute's Z87.1 standard for eye protection.
3. Long, thick pants are required during all activities.
4. Magazines, batteries, and gas cartages are to be removed
during dry training.
5. Live shooting during dry training is not permitted.
6. No gun, loaded or unloaded, is to ever be pointed at any
individual outside of training activities or active competions.
7. Never shoot an individual at a range closer than ten feet
without first ordering them to surrender.
8. Horse play of any kind will not be tolerated at team meetings or
events.
Interested in joining the team? Drop us a line and we'll set up a visotor appointment. In the mean time, have a look at our team By-laws, Code of Conduct, and Safety rules:
Visitor Appointment
Contact Us
Want to register for an event?
Interested in joining the team?
Need to ask a general question?
Just drop us a line with the form to the right, or contact us directly at:
divinityairsoft_gmail.com
History
Methods of Play
Honor System
Teams
Ballistics
Safety
Legal Issues
Guns
Grenades
Projectiles
Clothing
Tac. Equipment
At a Glance
Airsoft participants organize meetings at dedicated airsoft battlefields often adapted to provide walls, bunkers, trenches, buildings, towers, and other similar man-made field enhancements to simulate real combat environments.
Airsoft games vary greatly in style and composition depending on location, budget, and the quantity of participants but often range from short-term skirmishes, organized scenarios, military simulations, or historical reenactments.
Combat situations on the battlefield often involve the use of common military tactics to achieve the objectives set in each game. Participants typically use varying types of non-lethal weaponry designed as replicas of real firearms, tactical gear, and accessories used by modern military and police organizations.
In the 1970s, Japan made it illegal to own a firearm, though there was a large interest in them. Because of this interest, manufacturers started to produce spring-powered guns that appear real. These guns fired several calibers of plastic or rubber BBs, but were eventually standardized into 6mm and 8mm sizes. The early spring powered weapons then morphed into gas and battery powered ones, using a variety of systems. The hobby then migrated to North America in the mid 1990s. This is due in large part to the addition of many new AEG (Automatic Electric Gun) manufacturers in Japan, China, Taiwan, and many others.
Airsoft has also been adopted for training purposes for both military and police units (more often police units). Systema produces guns specifically designed for this purpose and are a 1:1 scale, in every aspect, of their real steel counterparts.
MilSim, short for Military Simulation, generally combines airsoft play with some military live-action role-playing elements. This type of play may be considered "hard core" by many players because of the heightened amount of involvement required. Several goals or missions may be assigned to each team, along with a basic load-out (i.e., supply) of ammunition, rations, explosives, and radios. A key element in MilSim games is the use of low-capacity magazines, replicating the actual magazine capacity of the authentic firearm the airsoft gun is replicating. Teams will remain in the field for the duration of play, only returning to a staging area or "safe zone" for medical emergencies and for other special circumstances. Military simulation games often last several days. For example, the large Berget annual event in Sweden lasts for six days with no breaks. In large scale MilSim operations, players often use vehicles such as painted vans and trucks. In some cases, such as Operation Irene (an annual MilSim held in the midwest U.S.), real APCs and tanks are used. Such large scale events can take place in MOUT (Military Operations in Urban Terrain) facilities.
True MilSim requires players to adhere to an agreed level of uniform authenticity and to play as part of a team. Open days or skirmishes where sides are nominally identified by colored armbands but where players dress in a variety of military or paramilitary impressions is not MilSim. These events are sometimes known as SISK (Skirmish In Silly Kit).
Airsoft games are not limited to MilSim or skirmish modes. There is great versatility and flexibility in play styles.
Airsoft play employs an honor system whereby the players rely on each others' honesty to admit to being hit, because unlike paintballs, airsoft pellets do not leave visible marks on clothing.
The effect of a marking BB on the honor system is an addition to the game but does not remove "honor" from the game as it still remains with the player to choose whether or not to call his or her hits. Instead, it simply allows for verification when the need arises. For instance, depending on the muzzle velocity of the gun and distance from the shooter, the targeted player may not feel the impact.
Players are discouraged from calling out hits on an opponent - instead players are expected to signal a marshal to judge how effectively they have hit their opponent. Simulated 'knife kills' can, at the venue's discretion, be recognized when a player touches or taps an unaware opponent. This prevents the player being forced to shoot him or her at point-blank range. Similarly, a 'courtesy kill' occurs when a player refrains from shooting an opponent at close range while enforcing that opponent's surrender, instead of risking injury. Players are usually prohibited from firing blindly when not able to see their target, especially around corners. In some instances, players don't call out hits they have sustained as a result of this "blind fire". Players are expected to avoid the shooting of an opponent who has already admitted to being hit. Harsh language and forceful physical contact between players is strongly discouraged and even penalized. Players are expected to resolve disputes politely and with proper decorum.
All airsoft players are expected to acknowledge being hit, even if they are in doubt, by shouting "I'm hit" loudly, and raising their hand or gun high and/or displaying a 'hit indicator' while walking back to the safe zone. Paintball style "speedball" games may include the aforementioned hit markers. A hit indicator can be either a bright-colored cloth during daytime or a blinker or mini-flashlight when in dim light or darkness.
There are many organized teams, of varying sizes, in various countries. Some prominent teams have 50 or more players, and are able to send delegations to regional or national events. In the Philippines, there are many amorphous groups of airsoft players loosely organized into "teams" of varying sizes. There have been attempts to create large nationwide organizations of airsofters but these have neither succeeded nor persisted in the past, although regional organizations have been able to sustain a significant membership.
Kinetic energy is the energy that is transferred from the pellet to its target upon impact. One joule of energy will be transferred by a 0.20 g BB at 330 fps (feet per second). A typical set of limits on guns might be 330 fps for CQB, 410 fps for outdoors, and 570 fps for bolt action sniper rifles, all measured with a 0.20 g BB. The amount of kinetic energy depends on the weight of the BB and how fast the gun can propel it. Certain places play "no velocity limit" games.
In the United Kingdom and Ireland, the energy limit for Airsoft guns is usually one joule (330 fps with a 0.20 g, 6mm BB) regardless of the type of game play. Weapons with only semi-automatic mode are allowed up to 400 fps and single action weapons are allowed up to 500 fps.
Most Airsoft guns are capable of shooting from 160 fps to 410 fps, though it is also possible to purchase upgraded internals for some Airsoft guns that will enable up to 590 fps projectile velocities.
A hop-up unit, if present, puts backspin on the BB, generating lift and giving it a greater effective range. The range of any Airsoft gun depends on both the muzzle velocity and the amount of hop applied. Airsoft guns can have a range of 250 ft or more with the right combination of power, barrel, and ammunition as well as a good hop-up unit. A good hop-up unit can sometimes double the range.
Eye and face protection:
The minimum safe level of gear required to participate in most games includes a pair of impact-rated goggles or shooting glasses to protect participants' eyes. Traditional prescription glasses, sunglasses, or goggles not designed specifically for use with airsoft or paintball guns may break or shatter upon being struck, causing damage to the eye.
Many airsoft groups and fields require that eye protection fully seals the area around the eyes, and also meets or exceeds ANSI's Z87.1-2003 goggle standard for eye protection, namely, the ability to absorb 3 joules of impact energy without damage. Some players instead opt for paintball goggles, which are held to a higher impact rating standard, ASTM's F1776.
The best overall protection is offered by paintball masks. These masks protect the face, teeth, and ears. Some airsoft masks are made with mesh screens, though there is debate that fragments from lower quality or bio-degradable BBs may pass through the mesh and enter the eye, although there have been no recorded incidents of such an occurrence. While masks offer superior protection, they can interfere with the use of scopes and in cheaper masks, condensation inside the goggles can reduce visibility. During very hot days the masks can also cause you to overheat quicker due to the lack of air getting to the head.
Unprotected players and bystanders:
At most airsoft sites, any player or observer is required to keep their face mask, goggles, or shooting glasses on at all times. All players must immediately stop shooting when a person without eye protection is encountered in the playing area. One common practice is for players to shout words such as "Cease-fire, Blind Man!" Any player hearing the words must stop and repeat the alarm, alerting the whole game. If a player is hit and is wearing their death rag so that they can go to the respawn point and spawn, he will often say "Dead man walking!" This indicates to the opposing team that the person is not a threat. Even removing a mask or goggles for a brief time to clean off fog or for any other reason is not advised. If you must do this, either go to a no-fire zone or call yourself out and clean them off after leaving the combat area.
Community safety precautions:
Other rules such as a maximum BB velocity and engagement distance guidelines are used by different groups. Some organizations have created common safety rules and guidelines.
When not actively playing, some fields require "barrel bags," also known as barrel stoppers, which were first introduced in paintball. The magazine is usually removed as well, and the gun fired to clear the chamber. Most fields also require players to leave their guns set to the safety position when they are not shooting, a practice common when using real firearms. In certain countries, such as the Philippines, additional special rules have been adopted.
All "real steel" firearms, explosives, and bladed weapons are banned at any airsoft battlefield to prevent harmful accidents or confusion between real and simulated weapons. Players are expected to be discreet in transporting their gear and uniforms so as not to alarm the public or police. Pyrotechnic devices may be allowed, but are rarely employed, because of the added danger. When they are allowed there are usually legal limits on the effect of the device, e.g. amount of smoke, volume of sound or brightness of flash.
Airsoft guns and playing airsoft is legal in most parts of the world. Some countries have specific restrictions such as maximum muzzle velocity and 'unrealistic' coloring to distinguish them from actual firearms. They are legal throughout the U.S, but restrictions exist in certain cities such as Camden, Newark, NJ, Chicago, IL, and Detroit, MI. The states of New Jersey and Michigan, however, do not allow airsoft guns to be used and handled publicly, because of the resemblance to real firearms. Federal law categorizes airsoft guns as toys and for importation into the United States the muzzle must be painted safety orange.
In the United Kingdom, airsoft replicas are classified as realistic imitation firearms or RIFs. The sale, manufacture or importation of RIFs are restricted to activities that are exempted or have been granted a defense by the Home Office under the Violent Criminal Reduction Act. Airsoft has been granted a defense, and a skirmisher as defined under British law is allowed to purchase, manufacture or import airsoft replicas. Usually, the only accepted method of proving entitlement is to be a member of a site that holds public liability insurance. A scheme set up by UK retailers, called UKARA, recommends that an airsoft site only give membership to a player who has played at least three games over a period of no less than two months. It is also possible to purchase Airsoft replicas with a Reenactors license. The right to buy a RIF is still reserved to over 18's. Many retailers will only sell airsoft replicas to UKARA registered players. Other schemes have been set up to allow Airsoft players to comply with the Violent Crime Reduction Act 2006 such as the The Association of British Airsoft (AOBA). Also, the use or possession of any kind of replica weapon, loaded or otherwise in a public place is an offense under UK law and can carry heavy penalties.
Some airsoft players inform local police where and when airsoft games will take place, so that misunderstandings can be avoided.
Due to a steady entry of lower-cost airsoft guns from abroad, the Philippine National Police issued in December 2007 its Circular 11 (Airsoft Implementing Rules and Regulations), regulating the ownership of airsoft guns by Filipino citizens. Only airsoft guns with a muzzle velocity of 550 fps or less using 0.2o g BBs can be registered. The PNP AIRR also regulates the operation of airsoft playing fields, teams, and the standardized rules and codes of conduct among airsoft players.
Orange-tipped airsoft gun muzzles:
American federal laws require minimum 6mm orange tips to be present on all "toy guns" (including airsoft replicas) transported within and imported into the United States.
However, these orange tips can be easily covered or painted over. One prominent case occurred in Longwood, Florida when a student threatened fellow classmates with an airsoft pistol and was subsequently shot dead when he aimed it towards an officer. The orange tip mandated by US Federal law had been painted black. Airsoft players may paint over the orange tip on their guns because it makes them more discrete at a distance when they play. According to the New Times Broward-Palm Beach, however, despite the lack of federal penalties for consumers who remove the required orange tips, some states (such as California) have enacted state legislation that does impose criminal penalties for the removal of any required markings.
The guns used in airsoft are typically replicas of real firearms, except that they have a mechanism for pushing out projectiles 6mm or 8mm in diameter.
Airsoft guns are classified according to their operating principle which can be spring, electric, or gas-powered. An airsoft gun is selected according to the level of performance (battery life, range, rate of fire, accuracy, reliability, customization, magazine capacity, size, and weight) or realism the player requires. Early-generation airsoft guns were mostly "springers." Single action airsoft guns fire only a single BB before having to be manually re-cocked for the next shot. Second-generation airsoft guns had gas-powered mechanisms that required either an internal "Flon" (CFC) gas reservoir or an external high-pressure CO2 chamber. AEGs (Automatic Electric Guns) are now the most commonly used. AEGs have high-capacity rechargeable batteries used to operate gearboxes that displace air and propel the BBs. However, gas powered long guns are becoming increasingly popular, as the increased realism of these guns are now more accessible due to their increasing quality.
Most airsoft pistols which are gas-powered use environmentally safe "green gas". Green gas is propane gas with small amounts of perfume and silicon lubricant that produces a realistic blowback recoil effect when fired. Recently Airsoft manufacturers have begun producing propane adapters that screw directly onto camping grade propane tanks, allowing players to power their gas guns on pure propane, as a cheaper alternative to "green gas". Each pistol magazine contains a small storage gas cylinder with enough power to propel the 30+ BB projectiles also housed in the magazine. Thus a player can realistically load, fire, and unload an airsoft pistol in a similar manner as compared to a "real steel" semi-automatic pistol. A few early-production AEPs (Airsoft Electric Pistols) have been released but these suffer from weaker BB velocities because of the difficulty of fitting a small-enough motor in the housing of a pistol, although the range is sometimes greater than a gas pistol. AEP's often have a higher rate of fire than their gas counterparts.
Most early airsoft guns were completely made of ABS plastic except for some internal moving parts. Newer guns, especially those made in Taiwan and China, have metal internal and external parts. Japan has specific rules about producing airsoft replicas with metal parts. A typical airsoft gun is noticeably lighter than its "real steel" counterpart due to the use of aluminum, alloy, and plastic, though some have weights in them for a more realistic feel. Smoke caps are available for certain airsoft guns to add realism.
Gas hand gun magazines are usually 10-20 in a standard capacity magazine, however some are hi cap magazines which have a winder and can hold 50 rounds or more. In the case of AEG rifles magazines come in either real-capacity (equivalent to the capacity of its real steel counterpart), low-capacity (low caps: 30-80 BBs), mid-capacity (mid caps: 80-150 BBs), or high-capacity (high caps: 200-500+ BBs). These magazines are spring loaded; the high-cap magazines often have a ratchet wheel that can be wound up periodically to force BBs up from the holding chamber of the magazine to the feed chute, due to loose BBs in the reservoir they often make a rattling noise when running or walking. Some airsoft guns have an electric-powered box or drum magazines that hold thousands of BBs (up to 5000).
Players can use grenades, grenade launchers, smoke grenades, mines, and replica claymores that use little or no explosives (pyrotechnics). Most of these "pyro" devices are powered by compressed gas. Like many aspects of airsoft, each item is designed as a playful analogy to the real thing, and often lacks the violence of such. Hand grenades are not as common as grenade launchers which launch a large shower of pellets, NERF or foam slug rounds using compressed gas. Some players purchase heavier support weapons such as replicas of the Heckler & Koch 69 40mm grenade launcher, or a replica of the Milkor MGL, which can hold up to 640mm gas powered pellet grenades (some grenades are able to fire over 300 pellets in a single shot), and shoot them in a semi-automatic mode. Some mines only produce a mushroom cloud when activated without actually firing any pellets. The airsoft claymore mine is more expensive (around $150) but popular. Anti-tank weapons exist, but they are not common due to their weight and greater expense. Another type of launcher that is often home made is the Works Cannon or the Dry Ice Cannon. These are often used shooting Nerf rockets as grenades.
Most airsoft guns fire spherical plastic pellets ranging from 0.12 to 0.88 grams in weight, though the most popular weights for AEGs are between .20 and .28 grams. Heavier rounds (.30-.48 grams) are typically used for long range and sniper use, as they are more stable in flight and less easily deflected by wind, so are more accurate. They usually come in packages of: 500, 1000, 2000, 5000 and even as high as 30000.
To increase range most airsoft weapons are fitted with 'hop-up' systems which cause BBs to fly level, and straighter for a longer period. The hop-up effect is caused by back spin on the BB, which minimizes the drop experienced by the BB, and increases the flying distance, by increasing its lift according to the Bernoulli principle.
Pellets are typically 6mm in diameter, though 8mm varieties exist for specialty guns and there are RARE 10mm too. Pellet quality is important, as malformed ones can damage the Airsoft guns parts. Malformed, soiled, or low-grade pellets with seams can also be much more inaccurate - even a small deformity will throw the pellet off course.
Paintball pellets are also available for airsoft guns but are unpopular due to the incompatibility with hop up systems as well as the damage they can cause when a pellet bursts inside a gun. Paintball rounds allow hits to be objectively verified, these pellets leave a clear paint mark on the player showing that they have indeed been hit.
Most airsoft pellets are made of plastic but biodegradable airsoft pellets are also available. Commercial fields usually only allow biodegradable pellets to avoid the buildup of plastic pellets littered across their field, it also has less of an impact on the environment because regular pellets take too long to break down when biodegradable pellets only take from four months to two years depending on the conditions and brand.
Some players, especially those participating in MilSims, wear military clothing consisting of various forms of camouflage. Some players will go as far as to use a ghillie suit, which breaks up the human outline by having sticks, leaves, and similar items in the fabric/netting, as well as its own camouflage leafing material all over it. Aside from the advantage of camouflage, some participants aim to faithfully replicate a specific combat unit such as the SAS, Spetsnaz, or police, particularly in games such as MilSim.
In some countries, such as the Philippines, airsofters are not legally able to wear official uniforms. In Sweden, for example, it is illegal to wear both rank insignia and Swedish flags on civilian uniforms at the same time. It has become popular among civilians and airsoft players to wear only the upper garment or the pants, but not both.
When not wearing full paintball-type face masks, many players wear neck armor such as a balaclava, scarves and Shemaghs, and military-style helmets. Players generally wear combat or hiking boots (not just ordinary athletic shoes) for safety in harsh terrain. They also wear padded gloves, elbow pads, knee pads (not to protect the body from pain of getting hit by pellets, but to prevent pain and injury from performing physical actions, such as crawling and kneeling) and protective vests for additional protection, realism, and for conventional reasons such as holding magazines of ammo.
In some cases, rules are adopted that allow only casual clothes in an effort to encourage realism because players will more actively avoid being hit.
Players wear tactical clothing and accessories for the added realism and for the practical needs similar to that of a real soldier. The most common are holsters for side arms, load bearing vests, and modular rigs. Many players also use a hydration system. Equipment for real world soldiers is also often used in airsoft games, such as reflex sights, red-dot scopes, flashlights, picatinny rails, weaver rails, and mock silencers. Mock silencers are mainly used for barrel extension, as it is illegal in the U.S. for a mock silencer to have any sound suppressing capabilities.
Many Mil-Sim players choose to wear real equipment (not an airsoft replica) and in some cases, real ballistic protective armor - this can raise the price of the game considerably.
The team trains two Saturdays every month from 12:00 noon to 3:00.
All team members are required to abide by the Team Bylaws, Team Code of Conduct, and Team Safety Rules, which can be found under the "Joining" section.
Full members are not required to attened all training meetings, nor are they required to have their own guns. Both, however, are strongly recomeneded.
Full team membership is $30 for Apprentice Members (twelve to fourteen) and $50 for Knight Members (fifteen and older).
In addition, there is a $5 ammo fee for each training meeting attened (for use of unlimited ammo).
All full members have unlimited access to the use of team equipment purchaced with team funds during training meetings and team events.
FAQ
Some questions just have to be asked. But before you do, have a look through the frequently asked questions and see if your answer is already there.
When does the team meet to train?
What are the team requirments?
What does it cost to be a member?
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