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OutdoorWoodlandCQB Luik

Chambers

Huy

Chambers has been a fixture for years and is many players’ favourite field in the country. A varied playing area with buildings, cover and open lanes keeps both CQB players and long-range tacticians happy. Tight marshalling and clear rules make the field a firm favourite for open events. Chambers is the place to be for outdoor airsoft in Wallonia, within easy reach from anywhere in Belgium.

The field

What to expect

  • Varied terrain with buildings, cover and open zones
  • Suited to both CQB and longer engagements
  • Tightly marshalled with clear safety rules
  • Specific field rules on joules/FPS, pyro and smokes (see Rules)
Field rules

Rules on this field

Specific to Chambers. The general safety and participation rules apply on every field. See the full rules or check your joules with the calculator.

Full overview

Field boundaries

The field is marked out, stay inside the boundary.

  • On the street side a fence keeps you inside. On the river side you may not cross to the other bank.
  • The forest edge and the construction zones are marked with green wire.
  • Zones taped off with red and white tape are off limits (safety).
  • Outside the safe zone, safety glasses are mandatory at all times. No glasses means immediate removal without refund.
  • Buildings and objects must not be moved or removed.
  • Windows that are closed stay closed, doors that are open stay open.

Safe zone

  • Magazines must not be loaded in the safe zone.
  • Dry firing ("test shooting") is not allowed.
  • Do not shoot across the safe zone.
  • Keep your stay in the safe zone during the game as short as possible.
  • HPA players disconnect their adapter before entering the safe zone and only reconnect on the playing field.
  • The parking gate stays closed during the event and only opens for departure after 15:00. Access runs through the buildings at the inner courtyard.
  • Before the briefing magazines stay unloaded. Loading only happens after the briefing, on the way to the spawn.
  • The event runs until 15:00 and you are expected to stay until then. If you really must leave early, park outside the gate or arrange it with the organisation, without disturbing road users or neighbours.

Marshalls

  • Marshall instructions must be followed immediately.
  • Shooting at a marshall is not allowed.
  • Marshall decisions are final and binding.
  • In case of disagreement, go to the Head Marshall (Chris/Bianca).

Foul language, aggressive behaviour, drugs and alcohol

  • Using or carrying drugs or alcohol is forbidden before, during and after the event.
  • Offenders are banned permanently and their name is shared with Belgian and Dutch organisations.
  • Foul language and aggressive behaviour are not tolerated. Address people the way you want to be addressed.
  • Violations lead to immediate removal without refund.

Smoking and socialising

  • Smoking and socialising happen during the break or at the respawn, not during gameplay.

Break times

  • Breaks are announced with an air horn.
  • First break from 11:30 to 12:30. Be ready at 12:20 for the restart at 12:30.
  • A possible second break (in hot weather) lasts 15 minutes at most: load magazines, drink and get back in the game.

Joule limits

Optional testing is possible from 07:45 to 08:45. Only airsoft replicas are allowed.

  • Bolt action sniper: max 2.3 joules (tested with 0.40 g).
  • DMR class 1: max 1.7 joules (tested with 0.30 g).
  • DMR class 2: max 2.3 joules (tested with 0.40 g).
  • All other replicas: max 1.2 joules with a ROF of max 25 BB/sec (tested with 0.30 g).
  • Shooting too hot at an in-game test means no more playing for the rest of the day.
  • Random in-game checks are possible. Over the limit means immediate removal without refund.

Chrono procedure

  • Report for the measurement and test with your own BB weight (checking for straight shooting).
  • The marshall helps you adjust the hop in case of under- or over-hop.
  • The actual measurement is done with the BB weight of your category, test weights are provided.

DMR and sniper

  • DMR class 1 (max 1.7 J): min. 20 m engagement distance, no shooting inside buildings (shooting out is allowed), no full auto, no "happy trigger finger", only LOW and MID-cap magazines.
  • DMR class 2 (max 2.3 J): min. 20 m engagement distance, no shooting inside buildings (shooting out is allowed), no full auto, mandatory 2-second delay.
  • Bolt action sniper (max 2.3 J): min. 20 m engagement distance, no shooting from inside to inside (inside to outside and outside to inside are allowed), hop-up set to your own BB weight as at the FPS test.
  • DMR classification only applies when ALL criteria are met: single shot only (fixed), min. 80 cm length (at its shortest setting), stock ready to shoulder, magnifying optic, bipod, only real/low/midcap magazines and one projectile per trigger pull. Otherwise the replica falls under the standard category, without exception.

Smokes

  • Only Enola Gay smokes are allowed, other smokes are forbidden.
  • In dry weather smokes can be temporarily banned due to fire risk (decided on the day itself).

Pyro

  • Only pyro from the approved list is accepted.
  • Call out "PYRO" loudly before throwing and throw underhand.
  • On detonation everyone within the affected zone is out. In buildings a 7 m radius applies (outdoor radius).
  • Maximum 95 dB and maximum 6 mm projectile.
  • Tag-inn rounds, items with a fuse or CO2 capsules and modifications (e.g. tape for more noise) are forbidden.

Forbidden grenade launcher shells

  • Airsoft Innovation 40 Mike and Master Mike are forbidden.
  • TAG rounds (oversized projectiles) are forbidden because of unsafe distance and risk.

Hit rules

  • When hit, call out loud and clear "HIT-HIT-HIT".
  • With a hi-vis vest: show it. Without a vest: hand or replica clearly raised, until you are revived by a medic or walk to the respawn.
  • Step out of the line of fire quickly. A hi-vis vest is recommended.
  • Shooting at players who are calling their hit (vest, raised hand or replica) is not allowed.
  • Dead men don’t speak: after a hit you no longer pass on info or enemy positions.
  • Friendly fire: if you shoot a teammate, you take the hit yourself. Aim carefully.
  • Weapon hit: a hit on your replica counts as a hit. Call "hit on weapon" and switch to your side-arm.
  • Knife kill: only with a dummy knife (real knives forbidden). Tap the opponent, who takes a silent hit.
  • Headshots are not rewarded and must be avoided. Do not aim at the head when other body parts are visible.
  • Blind fire: you must keep sight of your target. Do not shoot through openings smaller than an open hand.
  • Pang rule: not an official rule, use common sense. Within 5 m do not shoot higher than the torso. You may call "PANG" to take someone out. No automatic panging (1 to 2 seconds between pangs).

Medic, respawn and team bands

  • Medic rule: a yellow armband (on one leg). A hit player calls "MEDIC-MEDIC", the medic takes off their band and hands it to the hit player, who calls "BACK IN GAME". One medic revive per life, a second hit means respawn (max. 3 steps out of the line of fire).
  • Respawn: the spawns are pointed out before the game. Do not take off your safety glasses, do not shoot from your respawn or into the opponents’ respawn. The respawn rule (1, 3 or 5 players) is announced at the briefing.
  • Team bands: everyone receives a band at the briefing. Orange/Red team right arm, Blue team left arm. Ghillie players wear the band visibly, friendly fire caused by a hidden band means the ghillie player respawns.

BBs and eye protection

  • Only biodegradable BBs are allowed, maximum 0.46 grams.
  • Eye protection rated EN-166F or higher, ski goggles are forbidden.
  • Mesh masks and mesh goggles are currently tolerated but strongly discouraged. Eye damage from non-compliant gear is at your own risk.

Violations

3 marks mean removal without refund and a possible permanent ban.

  • 1 mark: blind fire, leaving the field or shooting outside it, dry firing in the safe zone, breaking the medic rule, full auto in buildings/platforms, moving objects, a laser on your replica, breaking "dead men don’t speak", leaving litter, wrongly calling "take your hit".
  • 2 marks + 30 min cooldown in the safe zone: not taking your hit, a magazine in the safe zone, shooting across the safe zone, shooting at marshalls, foul language, stirring up trouble, DMR/sniper within 15 m, DMR/sniper from inside to inside, deliberate headshots, entering taped-off zones, unauthorised pyro, no joule test, repeated friendly fire.
  • 3 marks + immediate removal (possible permanent ban): no glasses outside the safe zone, aggressive behaviour, soft or hard drugs, alcohol, exceeding the joule limit in-game (1.21 J or more), destroying objects, theft or attempted theft, steel or glass BBs, non-bio BBs.

Game rules

  • Single shot only: the roof section of Chambers, from inside buildings to outside, the pool zone at the villa and the villa terrace.
  • Full auto is allowed from outside into buildings (unless it is a single-shot event).
  • Base camps are mission locations: you cannot respawn there and must defend them when they matter to the mission.
  • Missions are explained at the briefing or indicated at the respawn. Missions are added or dropped throughout the day.
  • Props: when hit, put props down visibly. Follow the mission instructions and do not touch props that are not part of your mission. Do not shoot at in-game characters (unless the mission says so).

Loss, theft and risk

  • The organisation is not liable for theft, damage or loss. Do not bring valuables and do not leave them in your vehicle.
  • Entering the event is at your own risk.
  • The organisation is not liable for injury or damage, on or off the field, and reserves the right to change the rules.
Agenda

Events at Chambers

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