TOURNAMENT RULES

EQUIPMENT & STANDARDIZATION
RULEBOOK

The World Airsoft Games represent the highest competitive platform in global airsoft. The event brings together elite teams from around the world to compete under a unified, professional, and internationally recognised standard of equipment and gameplay regulations. This rulebook establishes the mandatory requirements for all equipment, uniforms, weapons, accessories, safety systems, and identification markers used by players during the World Airsoft Games 2026.

EQUIPMENT & STANDARDIZATION RULEBOOK

Table of Contents

1 INTRODUCTION.. 1

2 PURPOSE & SCOPE. 1

3 DEFINITIONS & ABBREVIATIONS. 1

4 UNIFORM & PLAYER APPEARANCE REQUIREMENTS. 1

5 PLAYER NUMBERING SYSTEM.. 1

6 FLAG BAND & PATCH RULES. 1

7 HEAD & FACE PROTECTION.. 1

8 WEAPON CLASSIFICATION & SPECIFICATIONS. 1

9 JOULE LIMITS & MINIMUM ENGAGEMENT DISTANCES. 1

10 TRACER SYSTEM REQUIREMENTS (FULL EXPANSION) 1

11 CHRONOGRAPH PROCEDURES. 1

12 GRENADES, SHIELDS & MELEE WEAPONS. 1

13 ACCESSORIES & ATTACHMENTS. 1

14 COMMUNICATIONS EQUIPMENT RULES. 1

15 SAFETY STANDARDS & ENVIRONMENTAL REQUIREMENTS. 1

16 REFEREE AUTHORITY & INSPECTION PROCEDURES. 1

17 TEAM CAPTAIN RESPONSIBILITIES. 1

18 VIOLATIONS, PENALTIES & ENFORCEMENT. 1

19 PENALTY MATRIX TABLE. 1

20 ARENA ENTRY & EXIT PROCEDURES. 1

21 READY LINE & STAGING RULES. 1

22 POST-MATCH INSPECTION PROTOCOLS. 1

23 BROADCAST VISIBILITY STANDARDS. 1

24 TECHNICAL DIRECTOR & MARSHAL ESCALATION PROCEDURES. 1

APPENDICES A F (FULL EXPANSION) 1

APPENDIX A ILLUSTRATIVE EXAMPLES (TEXT DIAGRAMS) 1

APPENDIX B REFEREE SCENARIO CASES (FULL EXPANSION) 1

APPENDIX C TEAM COMPLIANCE CHECKLIST (PRINTABLE) 1

APPENDIX D SAFETY ANNEX.. 1

APPENDIX E EQUIPMENT INSPECTION FORMS. 1

APPENDIX F GLOSSARY OF TERMS & ABBREVIATIONS. 1

FINAL AUTHORITY CLAUSE. 1

 

 

CHAPTER 1 INTRODUCTION

1.1 Overview of the World Airsoft Games

The World Airsoft Games (WAG / W.A.G.) represent the highest competitive platform in global airsoft. The event brings together elite teams from around the world to compete under a unified, professional, and internationally recognised standard of equipment and gameplay regulations.

This rulebook establishes the mandatory requirements for all equipment, uniforms, weapons, accessories, safety systems, and identification markers used by players during the World Airsoft Games 2026.

It is designed to:

         Ensure competitive fairness

         Uphold international safety standards

         Maintain broadcast clarity and visibility

         Provide consistent enforcement protocols for referees

         Ensure all teams, regardless of country, adhere to a single unified standard

1.2 The Hybrid Professional + Tactical Standard

         The WAG adopts a hybrid rulebook structure, combining:

Professional structure (International governing-body style)

Used for:

         Legitimacy

         Regulatory clarity

         Legal compliance

         International adoption

Tactical clarity (Law enforcement / special operations style)

Used for:

         Fast interpretation under stress

         Operational effectiveness

         Clear communication for referees

         Rapid team compliance

         This approach ensures the WAG rulebook is both authoritative and practical for real-time competition.

1.3 Authority of This Document

This rulebook:

         Applies to all players, coaches, substitutes, team captains, sta\, and referees

         Is legally binding for all teams registered in the WAG

         Supersedes national or regional rules used by local leagues

         Cannot be modified without approval from the WAG Technical Directorate

         All participants are responsible for understanding these rules. Ignorance does not exempt compliance.

1.4 Enforcement

         Referees, marshals, and the WAG Technical Directorate have full authority to:

   Enforce rules

   Inspect equipment

   Remove non-compliant items

   Penalise teams or individuals

   Disqualify players for safety violations

Decisions made by the Head Marshal are final.

1.5 Document Structure

This expanded rulebook is organised into:

         Core Regulations (Chapters 1 17)

         Enforcement & Operations (Chapters 18 24)

         Appendices A F (Illustrations, Scenarios, Checklists, Glossary)

Each chapter provides detailed explanations, examples, and tactical justification for the equipment standards used in WAG 2026.

CHAPTER 2 PURPOSE & SCOPE

2.1 Purpose of the Equipment Standards

These standards exist to:

Safety

Ensure that all participants are protected from preventable injuries through strict equipment regulation.

Fairness

Prevent teams from gaining an unfair competitive advantage through non-standardised equipment or illegal modifications.

Visibility

Provide referees and broadcast media with a clear and consistent visual profile for all players, improving judgement accuracy and viewer experience.

International Uniformity

Unify global airsoft cultures under one professionally governed system.

Operational Discipline

Establish predictable, enforceable rules to ensure organised and efficient tournament operations.

2.2 Scope of Application

This rulebook applies to:

         All competition phases

         All arenas (tactical field, speedsoft arena, staging areas)

         All players registered on a team roster

         All coaches, substitutes, and off-field personnel

         All referee and marshal inspections

         All training sessions held inside WAG facilities

It covers:

         Uniform standards

         Patch and flag band regulations

         Player numbering

         Weapon specifications

         Identification requirements

         Accessories and attachments

         Safety equipment

         Communications gear

         Grenades and shields

         Chronographing and testing

         Marshal authority and procedures

Gameplay rules are provided in a separate WAG document.

2.3 Legal & Regulatory Compliance

The WAG rulebook adheres to the following standards and requirements:

         EU EN166 and ANSI Z87+ eye protection standards

         UAE Tactical Sports and Events Safety Guidelines

         International Airsoft FPS/Joule safety benchmarks

         Venue safety compliance codes

         Broadcast media requirements for identification and visibility

National regulations from participants home countries do not supersede WAG global standards.

2.4 Binding Agreement

By entering the tournament, every player and captain agrees to:

         Comply with this rulebook

         Submit to inspections

         Accept penalties for violations

         Ensure team-wide compliance

Non-compliance equals automatic removal from competition.

CHAPTER 3 DEFINITIONS & ABBREVIATIONS

This chapter defines all terminology used throughout the WAG Equipment & Standardization Rulebook. These terms ensure clarity, prevent misinterpretation, and standardise language for referees, broadcasters, and international teams.

3.1 Official Abbreviations W.A.G.

World Airsoft Games the governing body and the event.

MW

Main Weapon primary rifle-class airsoft gun meeting WAG specifications.

AW

Additional Weapon pistol-class secondary weapon meeting WAG specifications.

MED

Minimum Engagement Distance the mandatory minimum distance from which a weapon may be fired based on its Joule rating.

FPS

Feet Per Second velocity of a BB. Not used as a safety standard at WAG; Joule measurement is used instead.

HPA

High-Pressure Air system must be tournament locked at WAG.

AEG

Automatic Electric Gun electric airsoft gun using a gearbox.

GBB

Gas Blowback weapon gas-powered airsoft system.

CO2

Carbon dioxide-powered weapon system.

Tracer Unit

Device attached to barrel to illuminate BBs using UV light.

BB

6mm plastic projectile used in airsoft firearms.

Marshal / Referee

WAG-approved official responsible for rules enforcement.

DQ

Disqualification removal from match (temporary) or tournament (permanent).

Lock-Wire / Tournament Lock

Physical security system preventing adjustment of HPA or gas output after chrono testing.

Flag Band

WAG-issued right-arm country identification band.

Team Captain (TC)

Registered team leader responsible for ensuring compliance.

3.2 Definitions of Core Terms

3.2.1 Player

Any individual listed on the official WAG roster for a given team.

3.2.2 Equipment

All items worn, carried, or used by the player during competition.

3.2.3 Illegal Equipment Any item that:

         exceeds Joule limits

         provides unfair tactical advantage

         violates WAG safety rules

         is not explicitly permitted

3.2.4 Inspection

The formal evaluation of equipment by WAG marshals before, during, or after gameplay.

3.2.5 Ready Line

Designated area where players must be fully equipped and ready for inspection prior to entering the arena.

3.3 Interpretations

If any terminology is ambiguous, the Head Marshal has final interpretation authority.

CHAPTER 4 UNIFORM & PLAYER APPEARANCE REQUIREMENTS

4.1 Purpose of Uniform Regulation Uniform regulation ensures:

         Equality: No tactical clothing advantage.

         Identification: Referees must instantly identify team affiliation.

         Consistency: All nations follow the same standard.

         Safety: Clothing prevents abrasions, cuts, and impacts.

         Broadcast Visibility: Clear colour uniformity improves camera tracking.

Uniform consistency is mandatory across all team members.

4.2 Team Colour Consistency Requirements

All players on a team must use matching colours for:

         Tops (shirts, long sleeves, jerseys)

         Bottoms (pants)

         Load-bearing gear (vests, rigs, belts)

         Helmets or headgear

         Plate carriers / chest rigs

Allowed variation:

Different brands and models are allowed as long as the colour tone is identical.

Not allowed:

         Mixed colours (e.g., one player OD, another tan)

         Mixed patterns (e.g., Multicam vs. Tigerstripe)

WAG referees may request players to adjust or replace gear to maintain visual uniformity.

4.3 Approved Colour Sets

Only the following colour sets are allowed:

4.3.1 Tactical Camouflage Patterns

         Multicam (any standard variant)

         Woodland

         Desert

         Tigerstripe

         AOR1 / AOR2

All team members must use the same pattern.

4.3.2 Solid Colours

         Ranger Green

         Olive Drab (OD)

         Coyote Brown / Tan

         Black (requires full-team black uniformity) Solid colours may not be mixed.

4.4 Upper Body Requirements

Players must wear:

         Long sleeves recommended

         Jerseys, tactical shirts, or BDU/ACU tops

         Sleeves must not obstruct arm numbers or flag bands

         No tank tops, short sleeves without approval, or exposed skin permitted in tactical arenas

4.5 Lower Body Requirements

         Tactical pants, BDU/ACU trousers, or sports-compliant pants

         No shorts

         Pants must not interfere with knee pads

         Pants must not contain metal parts that may damage arena structures

4.6 Load-Bearing Equipment

All load-bearing systems must:

         Match the team colour

         Be securely fitted

         Not obstruct player numbers or flag bands

         Have no loose dangling straps (safety hazard)

Allowed:

         Chest rigs

         Plate carriers

         Battle belts

         Lightweight tactical harnesses

Not allowed:

         Weighted vests

         Real armour plates

4.7 Gloves, Pads & Protective Apparel

Recommended:

         Hard knuckle gloves

         Full-finger gloves

         Knee pads

         Elbow pads

Fingerless gloves are permitted but not recommended.

4.8 Footwear

Footwear must:

         Be secure

         Provide ankle support

         Provide grip suitable for fast sprinting, sliding, and close-quarters manoeuvres

         Not mark or damage floors

Allowed:

         Tactical boots

         Athletic boots

         Hiking boots

         Trail running shoes

Not allowed:

         Sandals

         Flip-flops

         Barefoot

         Indoor socks

4.9 Prohibited Clothing

         Ghillie suits

         Camouflage cloaks that may snag

         Excessive or flowing fabric

         Clothing with political slogans

         Clothing with offensive content

         Any apparel designed to obscure identity

4.10 Uniform Violations

Uniform violations fall under:

         Minor Penalty: Non-matching colour, obstructed number

         Major Penalty: Wearing prohibited items

         Safety Violation: Apparel that risks injury

Referees may order players to replace clothing immediately.

CHAPTER 5 PLAYER NUMBERING SYSTEM

5.1 Purpose of the Numbering System

The numbering system exists to:

         Provide fast referee identification

         Enable accurate match review through video replay

         Improve broadcast clarity

         Maintain professional international standardisation

5.2 WAG-Issued Numbers Only

Numbers:

         Are assigned only by the World Airsoft Games

         Cannot be self-selected

         Are fixed for the entire duration of the event

         Cannot be transferred between players

5.3 Number Placement (Mandatory)

Numbers must be worn on the LEFT UPPER ARM only.

Placement rules:

         Centered on the bicep

         Fully visible from side and rear

         Not covered by plate carrier straps

         Not covered by hydration tubes

         Not covered by rolled sleeves

5.4 Visual Requirements

Numbers must be:

         High-contrast colour

         Printed or attached cleanly

         Legible from 6+ meters (referee standard)

         Free of folds, wrinkles, or damage

Correct Example:

[ 3 ] on left upper arm, fully visible. Incorrect Examples:

         Number hidden under sling

         Number on forearm

         Number on chest

         Number on right arm

5.5 Material & Application

Numbers may be:

         WAG-provided fabric patches

         Heat-pressed prints

         Sewn patches May not be:

         Drawn with marker

         Printed on sticker paper

         Tape-based numbers

5.6 Violations

         Minor Penalty: Number partially obstructed

         Major Penalty: Number missing or incorrectly placed

         Match DQ: Intentional concealment of number

CHAPTER 6 FLAG BAND & PATCH RULES

6.1 Purpose of Flag Identification

Flags ensure:

         National identity

         Team pride

         Clear broadcast representation

         Rapid referee identification

         International competitive recognition

6.2 Mandatory WAG Country Flag Band

         WAG will issue a standardised right-arm flag band for every player

         Must be worn on RIGHT upper arm

         Cannot be replaced, altered, recoloured, or resized

         Must remain visible at all times

         Cannot be covered by gear, sling, or straps

Failure to display flag band: Major Penalty

6.3 Optional Left Shoulder Country Patch

Players may add:

         One country flag patch (8 5 cm)

         Optional team name included inside the patch size limits

Placement:

         Left shoulder only

         Only one patch allowed

6.4 Chest Patch Area

Allowed:

         Player name

         Sponsor logos

         Team logos

         Motivational text (non-political, non-religious)

6.5 Back Patch Area

Allowed:

         Up to two sponsor logos (max 30 10 cm each)

         Optional large player number

6.6 Helmet Patch Areas

         Left: Country flag (optional)

         Right: WAG logo (optional)

         Top/Rear: Player number (optional)

6.7 Prohibited Patches

No patches featuring:

         Political messages

         Religious messages

         Offensive symbols

         Copyrighted material (unless officially licensed)

         Real military unit patches (active duty only)

6.8 Patch Violation Penalties

         Minor Penalty: Patch misplacement

         Major Penalty: Missing or altered flag band

         Tournament DQ: Offensive or extremist patch

CHAPTER 7 HEAD & FACE PROTECTION

7.1 Purpose

Head and face protection rules prevent:

         Eye injuries

         Facial fractures

         Tooth damage

         Skin tearing

         Head trauma

This chapter enforces the strictest industry standards.

7.2 Eye Protection Standards

Eye protection must meet:

         EN166 (Europe) OR

         ANSI Z87+ (USA)

Goggles must:

         Fully seal against the face

         Use durable lenses

         Be impact rated

         Not fog excessively

Mesh goggles are not allowed.

7.3 Lower Face Protection

Mandatory if player does NOT wear a mask:

         Gum guard must be used

Allowed:

         Mesh lower masks

         Solid polymer masks

         Hybrid masks

         Dye-style full face masks

7.4 Helmet Requirements

Helmets:

         Strongly recommended

         Must be securely fastened

         Must not shift or wobble

         Must be load-bearing capable for cameras

Accepted:

         FAST helmets

         Bump helmets

         Airsoft helmets with reinforced shells

Not allowed:

         Bicycle helmets

         Soft caps only

         Paintball-only helmets without modification approval

7.5 Non-Standard Headgear Approval

All non-standard helmets or mask systems must be:

         Submitted to the Head Marshal

         Inspected

         Approved in writing or sticker tag Marshal decisions are final.

7.6 Prohibited Items

         Sunglasses

         Shooting glasses without a full seal

         Mesh-only goggles

         Industrial face shields

         Welding masks

7.7 Violations

         Minor Penalty: Loose helmet strap

         Major Penalty: Eye protection not sealed

         Immediate DQ from arena: Removal of eye protection during gameplay This is the strictest enforcement rule in WAG.

CHAPTER 8 WEAPON CLASSIFICATION & SPECIFICATIONS

This chapter sets the official weapon standards for all players participating in the World Airsoft Games.

It defines:

         Weapon categories

         Allowed systems

         Minimum/maximum dimensions

         Mandatory components

         Prohibited modifications

         Compliance expectations

The goal is to ensure:

         Safety

         Fairness

         Broadcast clarity

         Zero ambiguity in weapon eligibility

8.1 Weapon Categories

WAG recognises two weapon categories only:

8.1.1 Main Weapon (MW)

The player's primary rifle-class firearm.

         Used for mid-range engagements

         Must meet length and joule standards

         Must remain within semi-auto limitations

Examples (Allowed MW types):

         M4 variants

         AK variants

         SCAR-L

         MP5/MP7 (if meeting minimum length)

         PCC-style AEG carbines

         G36 variants

         MCX/MPX airsoft platforms

         HPA rifles with tournament lock

8.1.2 Additional Weapon (AW)

The player's secondary pistol-class weapon.

         Used for close-range engagements

         Must follow single-shot only

         Mandatory for shield and close-quarters transitions

Examples (Allowed AW types):

         Glock series

         Hi-Capa series

         Sig P320

         CZ Shadow

         AEP pistols

         CO2 or Green Gas pistols

8.2 Mandatory Weapon Configuration Rules

8.2.1 Main Weapon (MW) Minimum Dimensions

MW must be at least:

400 mm in length Measured:

         Stock fully extended

         Muzzle to buttstock

         Excluding tracer/suppressor attachments

Text Diagram:

[Muzzle]---------------------------[End of Stock]

|<---------- 400 mm ----------->| If weapon is foldable:

         It must remain fully extended during gameplay.

8.2.2 Additional Weapon (AW) Maximum Dimensions AW must not exceed:

300 mm in length Measured:

         Muzzle to end of slide

         Excluding tracer unit Text Diagram:

[Muzzle]------------------[Slide Rear]

|<------ Maximum 300 mm ------>|

8.3 Operating Systems Allowed

Allowed MW and AW systems:

         AEG Automatic Electric Gun

         GBB Gas Blowback

         CO2 Cartridge-operated gas systems

         HPA High Pressure Air system

         Spring (rare, but allowed)

 

Not Allowed:

         Binary trigger systems

         Burst-fire systems

         Full-auto systems

         Digital trigger boards that produce multi-shot outputs

         Real firearm lower receivers

         Pistol-to-carbine conversion kits

         Drum magazines (any kind)

8.4 Magazine Requirements

Main Weapon (MW)

Only mechanical mid-cap magazines allowed.

Not Allowed:

         High-caps

         Flash-wind magazines

         Electric auto-winding magazines

         Drum magazines

         Box magazines

Additional Weapon (AW)

Only pistol mid-caps. Not allowed:

         Rifle mags with pistol adapter

         Extended rifle-style pistol magazines

8.5 Trigger Requirements

MW and AW must be:

         Semi-auto only

         No binary, double-shot, reflex, or electronic burst Examples:

    Legal Trigger Pull: 1 pull = 1 shot

Illegal Trigger Pull:

1 pull = 2 shots (binary)

1  pull = microburst

8.6 Allowed Internal Modifications

Allowed:

         Upgraded gears

         Upgraded hop-up units

         Upgraded barrels

         Nozzle replacement

         Spring upgrade (must pass chrono)

         Motor replacement

         FCU for HPA (must be lockable)

Prohibited:

         Steel BB conversion

         High-velocity valve systems

         Unregistered regulator changes

         Weapon systems exceeding joule limits

8.7 Weapon Appearance Requirements

Weapons must:

         Resemble real or recognised airsoft platforms

         Not contain offensive markings

         Use WAG-approved colours o Black o Tan o OD o RG o Greyscale

Neon or reflective colours are not allowed.

8.8 Referee Weapon Inspection

Referees may inspect:

         Barrel length

         Stock position

         Magazine capacity

         Trigger function

         Muzzle device

         Regulator lock

Inspections may occur:

         Pre-match

         During the match

         Post-match

         At random intervals Marshal decision is final.

CHAPTER 9 JOULE LIMITS & MINIMUM ENGAGEMENT DISTANCES

This chapter establishes the international WAG energy limits for safe and fair gameplay.

WAG uses Joule-based measurement, not FPS.

9.1 Official Joule Limits Main Weapon (MW):

1.5 Joules (max)

Additional Weapon (AW):

1.2 Joules (max)

These limits apply:

         At chrono

         During gameplay

         Throughout the tournament

         Under any allowed BB weight

9.2 Why Joules Instead of FPS?

Joules measure energy, not velocity. This prevents:

         Heavy BB exploitation

         High-RPS safety violations

         Energy spikes due to hop-up tuning

9.3 Minimum Engagement Distances (MED)

o   Main Weapon (MW): 5 meters No shots fired within 5m.

o   Additional Weapon (AW): 3 meters No shots fired within 3m.

o   Zero-MED is strictly prohibited.

9.4 MED Enforcement Scenarios (Examples)

Scenario 1 MW Violation

Distance: 3m

Player fires MW at opponent.

Penalty: Major Penalty + potential DQ

Scenario 2 AW Legal Engagement

Distance: 4m Player fires pistol. Legal.

Scenario 3 Close-Range Violation

Distance: 1m

Player fires AW.

Penalty: Major Penalty

Correct action: Verbal TAP:

Freeze you re hit.

9.5 Joule Violation Penalties

         1.51 1.60 J (MW) → Warning + rechrono

         1.61 1.80 J → Match Disqualification

         1.81 J or higher Tournament Disqualification

Same system applies for AW at 1.2 J.

9.6 Joule Spiking and Gas System Rules

HPA and GBB must remain stable. Referees may:

         Check regulator

         Check valve system

         Conduct mid-match chlono

If Joule creep is identified:

         Immediate removal of the weapon

         Match DQ may be applied

CHAPTER 10 TRACER SYSTEM REQUIREMENTS (FULL EXPANSION)

Tracer systems are mandatory to ensure:

         Referee visibility

         Fair hit-calling

         Broadcast clarity

         Prevent unseen shots in dark/low-light arenas

10.1        Mandatory Use

All MWs and AWs must use tracer units.

MW:

External tracer (silencer-style)

AW:

Micro tracer (compact mount)

10.2        Staff-Issued BBs Only

Players may NOT bring their own BBs.

WAG provides:

         Weight

         Colour

         UV-reactive material

         Packaging

Any external BB found:

Major Violation

10.3 Tracer Compatibility

Players must ensure:

         Proper mounting

         Proper power supply (battery)

         Secure installation

         No wobbling or detachment hazards

If tracer fails during match:

         Match continues

         Player must notify marshal post-match for inspection

10.4 Prohibited Tracer-Related Modifications

Not allowed:

         Homemade tracer units

         High-power IR emitters

         Unsafe UV LEDs

         Modified silencer tubes

         Tracers with metal housings exceeding safety diameter

10.5 Tracer Failure Scenarios

Scenario A MW tracer not illuminating

Referee notes non-luminous BBs.

Penalty: Minor Penalty and post-match inspection.

Scenario B Player removed tracer purposely Penalty:

Immediate Match Disqualification

Scenario C AW tracer broken during sprint

Allowed; referee to document; no penalty unless tampered with.

CHAPTER 11 CHRONOGRAPH PROCEDURES

The chronograph is the single most important safety checkpoint in WAG.

Chronographing (chrono) ensures every weapon used in WAG complies with the official 1.5 J (MW) / 1.2 J (AW) limit.

This protects players and creates a fair, professional playing environment.

Chrono occurs:

         Before every match

         Randomly during the tournament

         After match disputes

         If a referee suspects irregularities

         Any time the Head Marshal orders it

11.1 Chrono Station Layout

Each chrono point consists of:

         Official WAG chronographs (minimum 2 per station)

         0.20g BBs supplied by WAG

         Safety netting

         Firing lane

         Data recording station

         HPA lock-wire tools

         Weapon measurement tools

The area is controlled by:

         A Senior Marshal

         Minimum of two Chrono Officers

11.2 Chronograph Procedure (Step-by-Step)

1.   Player enters chrono area

         Weapon unloaded

         Magazine removed

         Selector on safe

2.   Marshal inspects the weapon Checks:

         Barrel integrity

         Stock extension (MW must be fully extended)

         Tracer fitted

         No illegal accessories

         No barrel obstructions

         No lock tampering (HPA)

3.Marshal loads WAG-issued 0.20g BBs

         Players may not use their own BBs.

4. Player fires 3 shots over the chrono

         Marshal calls each shot

         Marshal records energy output

5. Marshal averages the three results

         This becomes the official reading.

6.   Marshal compares to Joule limit

         MW max: 1.5 J

         AW max: 1.2 J

         Tolerance: +0.05 J allowed for temperature variation

7.   Marshal applies pass/fail tag

         Pass green band

         Fail red band + re-test required

11.3 HPA Tournament Lock Procedure

HPA rifles must be lock-wired so output cannot be altered after chrono.

Procedure:

1          Marshal inspects regulator

2          Confirms correct PSI

3          Applies steel lock-wire

4          Applies WAG seal tag

5          Records the regulator serial number

6          Applies chrono pass band

Breaking lock-wire = instant tournament DQ.

11.4 Gas System (GBB/CO2) Temperature Control

Players must keep gas magazines:

         Out of direct sunlight

         Out of heating/cooling devices

         At stable temperature

Marshal may:

         Hold your magazine

         Temperature check it

         Rechrono if suspected Joule creep

11.5 Re-Chrono Requirements

Rechrono is mandatory:

         After any weapon is dropped

         If any shot appears unusually strong

         After barrel or hop-up cleaning

         After HPA regulator adjustment (rare but monitored)

         After any match where opponent protests weapon power

Failure to report for rechrono:

Match Forfeit

11.6 Chrono Failure and Consequences

FAIL CASE A Slight Over (MW: 1.51 1.60 J)

Penalty:

         Warning

         Weapon adjustments required

         Rechrono immediately

FAIL CASE B Dangerous Over (MW: 1.61 1.80 J)

Penalty:

         Match DQ

         Weapon confiscated until end of day

         Team warning

         Captain notified

FAIL CASE C Extreme Over (MW: 1.81 J+)

Penalty:

         Tournament Disqualification of Player

         Mandatory safety report filed

         Weapon banned from event grounds

Same thresholds apply proportionally to AW (1.2 J).

11.7 Chrono Scenarios (Examples)

Scenario A

Player MW tests at:

1.48J 1.49J 1.50J

Pass (within tolerance)

Scenario B

Player AW tests at:

1.25J 1.26J 1.27J

Fail: Over the AW limit (1.2J) → Match DQ

Scenario C Gas spike

Player chrono passes pre-match, but mid-match hit sounds too strong. Referee orders rechrono:

→ Weapon reading: 1.62 J

→ Immediate DQ

CHAPTER 12 GRENADES, SHIELDS & MELEE WEAPONS

This chapter covers scenario equipment, which is strictly limited and tightly controlled for safety.

12.1 Grenades (EG67 Only)

Only WAG-issued EG67 grenades are allowed

No player-owned grenades. No exceptions.

Grenades may only be used:

         As per scenario

         When thrown safely

         Underhand or rolling throw preferred

         Never thrown at head or face

         Never bounced intentionally off walls toward opponents

12.2 Grenade Effects

Effects (based on WAG gameplay document):

         Flash

         Noise

         Light debris simulation

Kill zone:

         Determined by scenario rules

         Typically 3 5 meters

         Walls may block effects depending on scenario Referees decide final outcome.

12.3 Grenade Safety Rules

Not allowed:

         Overarm throws

         Throwing above shoulder height

         Throwing around blind corners

         Throwing while sprinting at full speed

Safety violation:

Major Penalty

Extreme cases: Match DQ

12.4 Shields (Attack Team Only) Purpose:

Shields simulate tactical CQB breaching systems and enhance realism for attack phase gameplay.

12.4.1 Shield Specifications

         Weight: 16 kg (minimum)

         Must mirror real ballistic shield shape

         No transparent shields allowed

         No metal shielding allowed (airsoft-safe polymer only)

         Must be handheld

12.4.2 Allowed Weapons with Shield player may only use:

         Additional Weapon (AW)

         One-handed grip

         No MW allowed

12.4.3 Shield Prohibitions Do NOT:

         Ram opponents

         Pin players against walls

         Use shield as a weapon

         Strike with edge or corner

         Rest the shield on obstacles to blind-fire

Violations → Major Penalty or DQ

12.4.4 Shield Handling Scenarios

Scenario A

Shield user pushes opponent with shield.

Match DQ

Scenario B

Shield used to block doorway legally while team enters.

Legal

Scenario C

Shield is dropped mid-match.

-> May be recovered if safe

-> AW remains only weapon

12.5 Melee Weapon Rules

Allowed:

         Rubber knife (only if scenario permits)

         Must be soft polymer rubber

         Must not exceed 30 cm

Not allowed:

         Metal knives

         Decorative steel blades

         Hard resin replica knives

Melee kills:

         Must be gentle tap

         No swinging motion

         No thrusting motion

         No neck or head taps

Violation → Major Penalty

CHAPTER 13 ACCESSORIES & ATTACHMENTS

This chapter establishes the standards for equipment mounted to weapons.

Accessories affect safety, visibility, and fairness.

Strict limitations preserve equality across all international teams.

13.1 Allowed MW Accessories

         Tactical flashlight (max 300 lumens)

         Red dot sight

         Holographic sight

         Reflex sight

         Angled foregrip

         Vertical foregrip (MW only)

         Rail covers

         Sling and sling mounts

         PEQ box without laser

         Weapon cameras (approved types only)

         Mock suppressor (must include tracer)

13.2 Allowed AW Accessories

         Micro tracer

         Small flashlight (max 150 lumens)

         Red dot (micro style)

         Grip tape

         Slide racker

Not allowed:

         Vertical foregrip

         Stock adapters

         Shoulder braces

13.3 Prohibited Accessories (Strict List)

Lasers (ANY colour, ANY power)

Reason: Eye hazard & unfair aiming advantage

Strobe flashlights

Reason: Disorientation, safety hazard

Real firearm components

Reason: Legality & safety

High-power torches

Reason: 300+ lumens can blind players temporarily

External battery boxes attached to AW

Reason: Practical impossibility and unfair capacity

Real steel suppressors

Reason: Safety & unrealistic simulation

Tripods / bipods

Reason: CQB arena hazard

Any accessory intentionally dropped as a distraction

Reason: Unsafe obstructions

13.4 Accessory Safety Requirements

Accessories must:

         Be securely attached

         Not protrude dangerously

         Not snag on arena surfaces

         Not create sharp edges

Referees may remove unsafe accessories.

13.5 Real Scenarios & Enforcement Examples

Scenario A Illegal Laser Found

Penalty:

Match DQ

→ Accessory confiscated

Scenario B Flashlight 350 lumens

Marshal measures output.

Penalty:

Major Violation

Scenario C AW fitted with vertical grip

Penalty:

→ Warning or Minor Penalty

→ Grip must be removed immediately

Scenario D Loose sight mount likely to fall o\

→ Player must tighten or replace

→ Match delayed up to 1 minute

CHAPTER 14 COMMUNICATIONS EQUIPMENT RULES

Clear communication ensures coordinated team movement and safe officiating.

Communication devices play a critical role in tactical airsoft at the world-competition level.

This chapter regulates what is allowed, what is banned, and how communication must be used during WAG 2026.

14.1 Purpose of Communication Control

The communication rules exist to:

         Maintain fairness between teams

         Prevent interference with referee communications

         Protect radio frequencies used for event operations

         Ensure no team uses illegal devices to gain tactical advantage

         Enhance team organisation and safety

Communication equipment may not interfere with:

         Arena electronics

         Referee headsets

         Arena broadcast systems

14.2 Allowed Communication Devices

Players may use:

         Personal radios

         Push-to-talk (PTT) systems

         Throat mics

         Earbud headsets

         Helmet-mounted headsets

         Bone conduction headsets

         Bluetooth PTTs (non-encrypted)

Team coaches and substitutes may also use radios in designated areas.

14.3 Radio Frequency Restrictions

Allowed:

         PMR/FRS style radios

         UHF/VHF radios within legal limits

         Digital radios without scrambling

         Low-power FRS headsets

Not allowed:

         Frequency-hopping encrypted radios

         High-power long-range military radios

         Scanners capable of monitoring referee channels

         Any device capable of signal jamming

Attempting to access referee channels = Tournament Disqualification.

14.4 Audio Output Restrictions

To protect arena safety and avoid player distraction:

Not allowed:

         Loudspeakers

         Boombox-style radios

         Belt-mounted communication loud devices

         Any device producing loud external sound Headsets must be ear-only devices.

14.5 Communication Failure Handling

If a player s comms fail during match:

         Match continues

         Player must adapt tactically

         No stoppage allowed

Only referee safety communications cause stoppage.

14.6 Communication Abuse Scenarios

Scenario A Team attempts to scan referee frequency

Penalty:

Immediate Tournament DQ

Scenario B Player uses loud external speaker to coordinate

Penalty:

Major Violation

Scenario C Radio interference affecting officiating

→ Warning and mandatory radio change

CHAPTER 15 SAFETY STANDARDS & ENVIRONMENTAL REQUIREMENTS

Player safety is the highest priority of WAG.

This chapter outlines mandatory safety procedures enforced during all competition phases.

15.1 Safety Philosophy

WAG safety standards are built on:

         UAE event safety laws

         International airsoft safety best practices

         SWAT/military CQB safety models

         Injury prevention protocols

Referees are authorised to stop any match immediately if safety is compromised.

15.2 Mandatory Player Safety Requirements

15.2.1 Eye Protection Eye protection must:

         Meet EN166 / ANSI Z87+

         Fully seal around the eyes

         Be worn at all times inside the arena

         Never be removed during active play

Removing eye protection = Immediate Removal + Match DQ.

15.2.2 Face & Mouth Protection

Players without lower-face mask must wear a gum guard.

Examples:

         Polymer mask

         Mesh lower

         Dye/paintball full face

15.2.3 Hydration Requirements Due to UAE climate:

         All players must hydrate before match

         Teams must bring water bottles to staging area

         Hydration breaks are built into schedule

Signs of heat stress will result in removal from play for medical evaluation.

15.2.4 Footwear Safety Footwear must:

         Protect ankle

         Provide grip

         Be fully enclosed

Slip injuries are the #1 non-shooting hazard in CQB arenas.

15.2.5 Sharp Objects & Jewellery

These are not allowed:

         Watches with metal edges

         Rings

         Necklaces

         Bracelets

         Sharp belt buckles

Reason: They can cause cuts during high-speed movement.

15.3 Arena Safety Rules

15.3.1 No Blind Firing

Blind firing occurs when the player:

         Shoots without ID ing target

         Shoots around corner without looking

         Shoots weapon over barrier without vision

Penalty: Major Violation

15.3.2 No Climbing or Elevated Movement Not allowed:

         Climbing walls

         Climbing props

         Jumping onto platform structures

         Using obstacles as ladders

WAG arenas are not built for vertical play.

15.3.3 No Running Into Referees

         Players must remain aware of referee locations.

         Physical contact with referees is a Major Violation.

15.3.4 Arena Hazard Prevention

Referees inspect arena each morning for:

         Trip hazards

         Loose flooring

         Protruding screws

         Unsafe debris

Players must report hazards immediately.

15.4 Medical Emergencies

If a medical emergency occurs:

         Match is stopped

         Arena is locked

         Referee signals MED-STOP

         Medical team enters immediately

A medical stop may result in:

         Match restart

         Match continuation

         Match termination

Head Marshal decides outcome.

CHAPTER 16 REFEREE AUTHORITY & INSPECTION PROCEDURES

Referee authority is absolute inside the arena.

This chapter defines the powers of referees and marshals.

16.1 Types of Officials

16.1.1 Head Marshal

Ultimate authority over:

         Rules interpretation

         Safety decisions

         Player penalties

         Match continuation or stoppage

16.1.2 Field Referees

Assigned inside arena for:

         Hit calling

         Penalty enforcement

         Weapon safety observation

         Player conduct monitoring

16.1.3 Chrono Officers

Responsible for:

         Joule measurement

         Regulator lock

         Magazine safety

         Recording energy data

16.1.4 Technical Officials

Supervise:

         Patch & number compliance

         Weapon legality

         Equipment integrity

16.2 Referee Authority (Absolute Inside Arena)

Referees may:

         Stop match

         Restart match

         Order rechrono

         Remove players

         Award penalties

         Request replacement of unsafe equipment

         Inspect weapon at any time

         Overrule player protests

Players may not:

         Argue with a referee

         Physically or verbally intimidate officials

         Ignore a referee s instruction These are Severe Violations.

16.3 Inspection Procedures

Referees conduct inspections:

         Pre-match

         Mid-match (if safety concern arises)

         Post-match

         Randomly

Inspections include checking:

         Joule levels

         Stock extension

         Tracer function

         Patch and number placement

         Gas/glove/helmet safety

         Footwear integrity

16.4 Equipment Seizure Authority

Referees may seize:

         Illegal accessories

         Unsafe weapons

         Prohibited patches

         Modded components

Confiscated items remain with WAG Technical Department until event concludes.

16.5 Referee Signals

Used for universal clarity:

         STOP - Match freeze

         DOWN - Player eliminated

         HOLD - Delay game

         SAFE-DISTANCE VIOLATION - MED violation

         CHECK - Inspect equipment

         PENALTY - Rule violation

16.6 Behaviour Toward Officials

Players must:

         Respect referees

         Follow instructions instantly

         Avoid foul language

         Maintain discipline

Threatening or insulting referees:

Immediate Tournament DQ

CHAPTER 17 TEAM CAPTAIN RESPONSIBILITIES

The captain is responsible for team compliance at all times.

The Team Captain (TC) is the single point of accountability for team discipline, equipment legality, and communication with referees.

17.1 Pre-Match Duties

Captain must ensure:

         All equipment is WAG compliant

         All players are fully uniformed

         Numbers and flag bands are correctly placed

         All weapons pass chrono

         All players wear full protective gear

         All radios are within allowed frequencies

         Any player injury is reported

17.2 During Match Duties

Captain must:

         Keep team organised

         Ensure sportsmanship

         Prevent disputes with referees

         Ensure safe behaviour

         Report unsafe arena conditions

17.3 Post-Match Duties

Captain must:

         Confirm final equipment count

         Report damaged weapons

         Present team for rechrono (if required)

         Address referee feedback with players

         Submit post-match compliance form (if requested)

17.4 Captain Accountability

The captain is held responsible for:

         Uniform violations

         Joule violations

         Patch/flag band violations

         Behaviour violations

         Equipment tampering

         Shield misuse

         Grenade misuse

Repeated offences → Team penalties.

17.5 Captain Referee Communication Protocol

Communication must be:

         Respectful

         Clear

         Non-confrontational

         Direct

Captains may:

         Ask for rule clarification

         Request review of unclear events

         Submit formal protests (post-match only)

Captains may NOT:

         Argue calls

         Challenge authority

         Attempt to influence referees mid-match

CHAPTER 18 VIOLATIONS, PENALTIES & ENFORCEMENT

Penalty enforcement ensures fairness, safety, and professional competitive integrity.

This chapter outlines all categories of violations and their associated penalties. Referee authority is absolute during enforcement.

Violations are divided into four tiers:

1.     Minor Violations

2.     Major Violations

3.     Severe Violations

4.     Tournament Disqualification Offenses

18.1 Minor Violations

Minor violations affect gameplay flow or visibility but do not risk player safety.

Examples:

         Obstructed player number

         Misplaced patch (left shoulder only)

         Incorrect uniform item

         Loose equipment (strap hanging, pouch open)

         Tracer not illuminating

         Footwear with insufficient grip

         Helmet strap loose

         Incorrect sling attachment

Penalty:

         Warning OR

         10-second time deduction (speedsoft) OR

         Minor round penalty (tactical field)

Repeated minor violations escalate to Major Violations.

18.2 Major Violations

Major violations affect competitive fairness or create unsafe situations.

Examples:

         MED violation

         Illegal accessory attached

         Grenade misuse

         Shield misuse (non-injurious)

         Illegal patch (non-offensive)

         Radio misuse

         Shooting through small cracks

         Uniform inconsistency affecting visibility

         Using player number on wrong arm

         Player entering arena without flag band

Penalty:

         Player removal from round

         Round loss

         30-second deduction (speedsoft)

         Yellow card (2 yellow = Red Card)

18.3 Severe Violations

These endanger player safety or undermine competitive integrity.

Examples:

         Blind firing

         Illegal Joule levels (1.61 1.80J MW / 1.26 1.40 AW)

         Intentional obstruction of vision

         Attempting to influence referee decisions

         Physical contact with opponents (non-injurious)

         Climbing unsafe structures

         Throwing grenade overhead or into player s head-level

Penalty:

         Immediate player DQ for the match

         Weapon confiscation

         Captain warning

Two severe violations by same team → Team Round Loss

18.4 Tournament Disqualification Offenses

These represent the highest-level violations.

Examples:

         Illegal Joule level extreme overlimit (MW > 1.81 J / AW > 1.41 J)

         Removing eye protection inside arena

         Assaulting referee

         Tampering with chrono equipment

         Breaking HPA lock-wire

         Attempting to scan or jam referee radios

         Offensive or extremist patches

         Intentional violence

         Throwing dangerous objects

         Weapon modification to fire multiple rounds per trigger pull

         Cheating through falsification of hit calls

Penalty:

         Player banned from tournament

         Team captain disciplinary review

         Possible team penalty

Referee + Technical Director must both sign off DQ.

CHAPTER 19 PENALTY MATRIX TABLE

The penalty matrix guarantees consistency across all referees and arenas.

Below is the official WAG Penalty Matrix.

19.1 Quick Reference Table

MINOR VIOLATIONS

Violation Type

Example

Penalty

Uniform Issue

Wrong colour gloves, number partially blocked

Warning

Patch Issue

Incorrect patch size

Warning / Minor Penalty

Tracer Failure

BBs not glowing

Minor Penalty

Loose Gear

Magazine pouch open

Team Warning

Incorrect Arm Placement

Player number on wrong arm

Warning + Correct Immediately

 

MAJOR VIOLATIONS

Violation Type

Example

Penalty

MED Violation

MW fired inside 5m

Round Loss

Illegal Accessory

Laser / vertical grip on AW

Major Penalty

Shield Misuse

Blocking doorway illegally

Major Penalty

Blind Movement

Running into referee

Major Penalty

Patch/Flag Missing

No right-arm flag band

Round Loss

SEVERE VIOLATIONS

Violation Type

Example

Penalty

Blind Firing

Shooting without vision

Player DQ

Joule Danger (mid-over)

MW 1.61 1.80J

Player DQ

Equipment Tampering

Removing tracer intentionally

Player DQ

Referee Disrespect

Shouting or arguing

Player DQ

Safety Misconduct

Unsafe movement

Player DQ

TOURNAMENT DQ OFFENSES

Violation

Example

Penalty

Extreme Joule

MW 1.81J+

Tournament DQ

Eye Protection Removal

Goggles oM in arena

Tournament DQ

Assault

Pushing referee

Tournament DQ

HPA Lock Tampering

Cutting lock-wire

Tournament DQ

Radio Interference

Scanning ref channels

Tournament DQ

Offensive Patch

Extremist symbol

Tournament DQ

CHAPTER 20 ARENA ENTRY & EXIT PROCEDURES

Arena movement must be controlled, safe, and organised.

Arena entry/exit is strictly regulated to:

         Maintain match integrity

         Prevent interference

         Protect referees

         Provide safe flow of players

20.1 Pre-Entry Requirements

All players must have:

         Full uniform

         Tracer attached

         MW + AW both present

         Flag band on right arm

         Number on left arm

         Goggles fully sealed

         Magazines removed

         Radio checked

Referee performs visual compliance scan.

20.2 Entry Protocol

The order is:

1.                 Referee signals ENTRY

2.                 Team walks single-file

3.                 No running

4.                 Weapons on safe

5.                 No goggles adjustments inside arena

6.                 Players move to starting gate

20.3 Exit Protocol

Upon match conclusion:

1.                 Referee calls MATCH END

2.                 Player raises weapon muzzle upward

3.                 Team exits together

4.                 No reloading in arena

5.                 No discussing referee calls until outside arena

6.                 Marshals may select players for rechrono

20.4 Emergency Exit

If emergency is declared:

         Referees signal MED-STOP

         All players freeze

         Medical team enters

         Once clear, teams escorted out calmly

CHAPTER 21 READY LINE & STAGING RULES

The Ready Line is where elite teams show discipline.

Staging must remain organised, silent, and professional.

21.1 Ready Line Requirements

Players must:

         Be fully equipped

         Have all patches in correct locations

         Have magazines out

         Have radios checked

         Have goggles down

         Stand in designated positions

21.2 Team Conduct on Ready Line

NOT allowed:

         Shouting

         Trash talk

         Complaining about referees

         Tampering with equipment

         Cleaning or adjusting weapons beyond safety checks

Allowed:

         Strategic discussion (quietly)

         Last-minute tactical briefings

         Rehydration

21.3 Staging Area Rules

Players may:

         Reload

         Hydrate

         Repair equipment

         Change batteries

         Speak with coach

Players may NOT:

         Dry fire

         Test fire

         Throw grenades

         Run or sprint

         Move into Ready Line early

21.4 Time Discipline

Referees enforce strict schedules.

If a team is late to ready line:

         1st offense → Warning

         2nd offense → Round Forfeit

         3rd offense → Match Forfeit

CHAPTER 22 POST-MATCH INSPECTION PROTOCOLS

Winning is irrelevant if the team fails inspection.

After each match referees check:

         Weapon legality

         Joule stability

         Patch/flag compliance

         Player numbers

         Injury reports

         Arena damage

         Grenade count

22.1 Mandatory Post-Match Checks Referees check:

         MW and AW Joule levels (random players)

         Tracer batteries functioning

         Stock position (MW)

         Patch placement

         Flag band still present

         Illegal modifications

Technical team checks:

         Weapon serials

         Regulator lock-wire

         Gas magazine temperature

         HPA regulator tampering

22.2 Team Captain Post-Match Duties

Captain must:

         Present team for inspection

         Submit player injury reports

         Confirm team roster is unchanged

         Report any weapon damage

         Submit protest forms (if needed)

22.3 Match Protest Protocol

Teams may protest:

         Misapplied rules

         Player safety issues

         Serious referee errors

Teams may NOT protest:

         Hit calls

         Tactical decisions

         Referee judgment calls

Protests must be:

         Written

         Signed by captain

         Submitted within 10 minutes of match ending

CHAPTER 23 BROADCAST VISIBILITY STANDARDS

Airsoft must be visible, clean, and professional for global audiences.

To ensure WAG provides international-level broadcast quality, all players must follow visibility requirements.

23.1 Player Numbers

         Must be visible from front, side, and rear

         Must not be covered by gear

         Must contrast with uniform

         Must be clean and sharp

23.2 Flag Band

         Must be clear on camera

         Right arm only

         No custom bands

23.3 Uniform Colours

Teams must use:

         Clean colours

         No shiny materials

         No reflective strips

         No reactive neon elements

23.4 Cameras & LEDs

Allowed:

         Helmet cameras (WAG-approved)

         Small LED indicators (no tactical advantage)

Not allowed:

         Large flashing devices

         Bright helmet lights

         Disorienting colours

23.5 Sponsor Logos

         Must be appropriate

         Must follow WAG size limits

         Must not contain offensive content

         Must not cover numbers

CHAPTER 24 TECHNICAL DIRECTOR & MARSHAL ESCALATION PROCEDURES

The escalation chain ensures transparent, consistent rule enforcement.

24.1 Escalation Levels

1.     Field Referee

2.     Senior Marshal

3.     Head Marshal

4.     Technical Director

5.     Event Director (final authority)

24.2 When Escalation Is Required when:

         Rule interpretation is disputed

         Severe penalty is being considered

         Team captain refuses to accept ruling

         Weapon violation is extreme

         Player behaviour crosses into misconduct

24.3 Technical Director Review

The Technical Director (TD):

         Reviews rule compliance

         Reviews severe violations

         Signs off tournament DQs

         Ensures referee consistency

         Reports to Event Director

24.4 Meeting with Team Captains

TD may hold:

         Rule clarification meetings

         Evidence review sessions

         Match review discussions

         Post-incident debriefs

Meetings must be:

         Respectful

         Private

         Bullet-point format only

         Limited to 5 minutes unless extended

24.5 Emergency Decisions

In case of:

         Major injuries

         Arena failures

         Security incidents

         Fire alarms

         Electrical failures

The TD + Event Director may:

         Pause event

         Relocate teams

         Restart matches

         Adjust schedule

Safety overrides competition.

APPENDICES A F (FULL EXPANSION)

APPENDIX A ILLUSTRATIVE EXAMPLES (TEXT DIAGRAMS)

Visual clarity ensures every team understands correct configuration.

Below are text-based diagrams to represent proper and improper equipment placement, weapon measurement, and uniform standards.

A1. Player Number Placement (Left Upper Arm Only)

CORRECT

[LEFT ARM]

------------------

| [ 3 ] |

| Visible, high |

| contrast, no | | obstruction |

------------------

INCORRECT Number too low

[LEFT ARM]

------------------

| |

| [3] | (Too low)

| |

------------------

INCORRECT Number on wrong arm

[Right Arm] [3]

NOT ALLOWED

A2. Flag Band Placement (Right Upper Arm Only)

    CORRECT RIGHT ARM:

[ WAG FLAG BAND ]

CENTERED ALWAYS VISIBLE

INCORRECT

         Under sling strap

         Under plate carrier shoulder

         On forearm

         On left arm

A3. Allowed Patch Setup

    CORRECT (Left Shoulder Only)

[ LEFT SHOULDER ]

----------------

| COUNTRY FLAG |

| 8 5 cm |

| + Team Name |

----------------

INCORRECT Too large

[ FLAG 10 8 cm ] Not allowed

INCORRECT Multiple patches

[ Flag ] [ Team ] Not allowed

A4. Weapon Length Diagrams

Main Weapon (MW) Minimum 400 mm

[Muzzle]----------------------------------[Stock]

|<-------------- 400 mm -------------->|

Additional Weapon (AW) Maximum 300 mm

[Muzzle]------------------------[Rear Slide]

|<------ Max 300 mm ------->|

A5. Allowed vs. Prohibited Accessories

Allowed

         Red dot sight

         Flashlight (MW: ≤300 lumens / AW: ≤150 lumens)

         Angled grip (MW only)

         Rail covers

         PEQ boxes (laser disabled)

Prohibited

         Lasers of any kind

         Vertical grip on AW

         Full-auto conversion boards

         Pistol brace/stock kits

         High-cap/box mags

APPENDIX B REFEREE SCENARIO CASES (FULL EXPANSION)

These scenarios train referees for consistent, world-class officiating.

B1. Scenario: MED Violation

Situation:

Player fires MW at opponent 3 meters away.

Correct Call:

         Major Violation → Round Loss

         Player warned formally

Reason:

MW requires 5m MED.

B2. Scenario: Tracer Unit Failure

Situation:

Referee sees MW shots not glowing mid-match.

Correct Call:

         Continue match

         After match: Minor Penalty

   Inspect tracer

B3. Scenario: HPA Lock Tampered

Situation:

Lock-wire appears loose or broken.

Correct Call:

         Stop match

         Weapon seized

         Player → Tournament DQ

B4. Scenario: Blind Firing

Situation:

Player shoots gun around corner without looking.

Correct Call:

         Severe Violation

         Player DQ from match

Blind fire is extremely dangerous.

B5. Scenario: Shield Used Aggressively

Situation:

Shield pushed into another player.

Correct Call:

         Major Violation

   If deliberate → Match DQ

B6. Scenario: Offensive Patch Found

Situation:

Player has extremist or political patch.

Correct Call:

         Tournament DQ

   Report to TD immediately

B7. Scenario: Player Removes Goggles

Situation:

During match, goggles lifted to wipe sweat.

Correct Call:

         Immediate stop

         Player escorted out

         Tournament DQ

Eye safety is non-negotiable.

APPENDIX C TEAM COMPLIANCE CHECKLIST (PRINTABLE)

Teams must complete this checklist before every match.

Uniform & Identification

         Matching team colours

         Player numbers on left upper arm

         WAG flag band on right upper arm

         Optional flag patch (8 5 cm) on left shoulder only

         Helmet properly strapped

         No offensive patches

         No jewellery or dangerous items

Weapon Safety

         MW chrono passed (1.5J max)

         AW chrono passed (1.2J max)

         Tracer attached

         Magazines checked

         HPA lock-wire secured

         No illegal accessories

         MW stock fully extended

Equipment Integrity

         Flashlights within lumen limit

         Radios within allowed frequencies

         No loose straps

         Gloves recommended

         Footwear compliant

Team Operational Readiness

         All players hydrated

         All equipment stable

         Captain briefed

         No late players

         All grenades accounted for (EG67 only)

APPENDIX D SAFETY ANNEX

Safety overrides competition.

D1. Heat & Hydration Protocol

Required due to UAE climate:

         Each player must consume water before match

         Coaches must carry water

         Players showing dehydration symptoms are removed

         Cooling stations available

D2. Eye Injury Prevention

Rules:

         Eye pro must NEVER be removed

         Lower face protection is strongly advised

         Gum guard required without mask

         Fogging solutions allowed (pre-match only)

D3. Arena Safety

Referees check for:

         Sharp edges

         Loose boards

         Trip hazards

         Unsafe lighting

         Unstable props

Players must leave arena if hazard identified.

D4. Weapon Handling Safety

         Never put finger on trigger outside combat

         Weapon must remain on safe during entry/exit

         No test firing in staging area

         No dry firing inside arena entrance

D5. Emergency Protocol

Referee calls MED-STOP:

         All players freeze

         Weapon muzzles pointed up

         Medical team enters

         Only Head Marshal resumes match

APPENDIX E EQUIPMENT INSPECTION FORMS

E1. Pre-Match Weapon Inspection Sheet

         MW Serial: __________

         AW Serial: __________

         HPA Lock Checked: YES / NO

         Joule Reading MW: ______

         Joule Reading AW: ______

         Tracer Working: YES / NO

         Stock Extended: YES / NO

         Mag Type Legal: YES / NO

         Inspector Name: __________

E2. Post-Match Rechrono Sheet

Player: __________

Team: __________

MW Rechrono: ______ J

AW Rechrono: ______ J

Tracer Pass: YES / NO

Notes: ____________________________________

E3. Patch & Uniform Compliance

         Flag Band Present: YES / NO

         Number Visible: YES / NO

         Patch Correct Size: YES / NO

         Colour Match: YES / NO

         Helmet Approved: YES / NO

APPENDIX F GLOSSARY OF TERMS & ABBREVIATIONS

A complete glossary including:

Key Terms

         Blind Fire

         MED

         Tracer

         Lock-Wire

         Shield User

         EG67

         AEG / GBB / HPA

         Player DQ

         Tactical Field

         Ready Line

         Bone Conduction Headset

         Semi-Automatic Fire

Official Abbreviations

         WAG / W.A.G. World Airsoft Games

         MW Main Weapon

         AW Additional Weapon

         MED Minimum Engagement Distance

         FPS Feet Per Second

         HPA High-Pressure Air

         PTT Push-To-Talk

         DQ Disqualification

         BB 6mm Ball Bullet

FINAL AUTHORITY CLAUSE

The Head Marshal and Technical Director retain full authority to:

         Interpret rules

         Enforce penalties

         Modify procedures where required for safety

         Make final decisions without appeal

The World Airsoft Games reserves the right to update this rulebook at any time to:

         Improve safety

         Enhance fairness

         Maintain international competitive integrity

All participants agree to these conditions by entering the tournament.

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