|Your changes have been saved.|
Escue Airsoft started several years ago with 4 guys, 2 spring rifles, and 2 pistols. For a while, a guys bible study met at Lake Murray Baptist Church to play, but the attendance quickly outgrew the facilities. We moved to the 64 beautiful acres of the Escue's land and made some fields. Many back-breaking hours of labor went into clearing trails, and digging trenches and foxholes. We soon began to increase our numbers until we were averaging between 40-50 an event. We have seen over 100 people show up at our fields for games, and we found that we needed to make them official.
Thus, Escue Airsoft, LLC (aka - SQA) was born.
Come on out and have some fun. We typically have games once a month and are currently averaging 130-145 players per game. Check out our webpage at SQAirsoft.com for more up to date information.
Rule #1: Eye Protection
Eye protection is to be worn at all times while on the field and must be ANZI 87.1+ rated. If your goggles are fogging, you must leave the field to wipe them down. Going to a quiet area of the field is not acceptable, you never know where an enemy player may be. We do allow mesh eye pro.
Rule #2: Blind Man
Blind Man is a call used to stop the game. If someone's eye pro falls off, or if someone is seriously injured on the field, or something dangerous is on the field, yelling "Blind Man" will stop the game. If you hear someone yell "Blind Man," immediately stop firing, stop moving, and yell "Blind Man" yourself. Everything "stops" during "Blind Man", if you were being "healed", the count stops during the "Blind Man" then resumes at "Game On". Do not start playing again until you hear the "Game On" call. While the game is stopped, staff members will be able to help an injured player, help find eye pro or remove a player from the field, or assess possible risks on the field.
Rule #3: Parking Lot Safety
Rule #4: Minimum Engagement Distances and Engagement Safety
All guns entering the field must be chronographed. Once chronographed, they will be given a minimum engagement distance, or MED. You are given this MED in relation to how powerful your gun is shooting. Below, you will find the chart we use to gauge MEDs.
We use a Joule rating rather than the more common FPS rating. This allows us to more safely limit guns of all types. To find what MED you might have, chrono with the bb weight you are using. Find the bb weight on the top column and then look down until you find what part of the chart your fps is on. For example, if you are shooting 350fps with a .28g bb, you will find that that is above 340fps, but below 378fps. This means you will be given a 50ft MED.
Rule #5: Blind Firing
Do not blind fire. Blind firing is when you are shooting your gun without a sight of line down your barrel. You must be looking down your barrel and be behind your gun to shoot your weapon. This is to prevent injury and MED violations. Most of the time, that is exactly what happens when you blind fire.
Rule #6: Hit Calling and Calling Yourself Out of the Game
Rule #7: Safety Kills
Safety Kills are a courtesy to your fellow airsofter, OR, when you are within your MED and cannot legally shoot your target. You must have your gun pointed at the person as if you were about to shoot them. At this point you may loudly call out "Safety Kill" The target is then hit. If the target has his gun pointed at you, you cannot safety kill the target. Under no circumstances are you allowed to fire within your MED. Do not attempt to safety kill someone further than what is reasonable. If they are 50ft away, no, 10ft, yes. If someone has the drop on you, but you have a 0ft MED, be honorable and take the hit. Safety kills are one of the most controversial points in airsoft, it is always better to shoot your target, or to be able to shoot your target, than to call a safety kill. 0ft MED side arms are highly recommended to avoid potential issues.
Rule #8: Stealth Kills
Stealth kills are silent kills. This requires physical contact with the target. Do not hit, punch, butt, or otherwise aggressively contact the target. Gently place your hand on the shoulder/s of the target and tell them they have been stealth killed. When a target is stealth killed, they do not yell hit, or wave their hands in the air. They put on their dead rag and wait for respawn, be it a medic or walking back to a flag.
Rule #9: Grenades and Smoke
All bb grenades and smoke grenades must be cold burning. You may not use smoke grenades within a building. Within a building, a grenade only needs to detonate within a room or hallway for a kill. Anyone within the room or hallway that the grenade detonated in is hit and must dawn a deadrag. If a grenade detonates outside of a structure, then a bb must contact the player. No homemade pyrotechnics are allowed. Currently, ThunderBs, Tornado, TAGinn R2Bs (hand thrown bb grenades) and EnolaGaye grenades are acceptable only. If you have a grenade not listed that you would like to use, ask us.
Rule #10: Uniform Colors
Rule #11: Non-Players
Rule #12: Age Requirements
The rules are simple, younger players must have an adult within eyesight at all times. All players must have a waiver signed, if you are under 18, a legal parent or guardian must sign the waiver. you will not be allowed to play without a signed waiver.
0-12yrs - Parent or Guardian must be within sight at all times either playing or in the field as a non-combative with a spectator vest and eyepro.
13-17yrs - An adult (age 18+) must be present to claim responsibility for them, they do not have to be related.
18+yrs - None.
Rule #13: Vehicles, Tanks, and Technicals
No vehicles are allowed on the field without permission.
Rule #14: Physical Contact
Aggressive contact and roughhousing or violence will not be tolerated on this field. Safety is a large part of airsoft, and any physical altercations will immediately result in the offending player being removed from the field. Contact an admin immediately if you see any physical altercations happening on the field.
Rule #15: Real Weapons and Firearms
Do not bring a weapon onto the field. Guns, knives longer than 3 inches, or anything else that was designed to bring harm or death does not have a place on the field. This does include machetes, axes, and other brush clearing devices. Plastic or rubber fake weapons are fine.
Rule #16: Field Care
Rule #17: Building Rules
Rentals Are Available
We usually have a food truck come out on game days. Also, several fast food restaurants are less than 10 minutes away from the field.
If you have a gun that is broken, and you don't know what's wrong with it, I'll take a look at it to figure out what is wrong and what needs to be fixed.
Spring Change/Upgrade: $25+
If you want your gun to shoot a little hotter, or maybe a little softer, we can change the main spring out. This includes the price of your spring plus opening the gearbox to replace the spring. Springs cost from $5.50 onward, depending on what spring you want. Please note that heavier springs can cause extra wear on your gearbox and may cause failures without other parts replacement.
Gearbox Tune Up: $40
A tune up basically means I shim the gears, correct the motor height, correct the AoE with sorbo, check/fix the compression, reinforce the gearbox, and just looking around to make sure everything is in good shape.
Replacing the stock wire is often something that can help increase the electrical efficiency of your gun. We use high quality PVC insulated 16 AWG wire for your gearbox. For connectors we include deans connectors, but small type Tamiya connectors can be added for an extra fee.
This hop up modification is very similar to the Flat Hop. However, this uses a small rubber patch that sits in between the bucking and the barrel. The bb makes contact with this patch, not the bucking. The advantages of this are that the bucking won't wear out like it will in a flat hop.
Deans Connectors: $3 for one, $5 for two
Deans are an upgrade from normal Tamiya connectors. Tamiya connectors come in two sizes small type and large type. These connectors are poor connections, they burn out, fall apart, melt, short circuit, fuse together, and are points of high resistance in your electrical system. Deans fix all those issues.
Other fees may be included in the overall price of the work. This may be due to a difficult gun to work on, if the gun is not as described, or any other otherwise unexpected conditions surrounding the gun.
Please note that we do not repair guns during game day. You are more than welcome to leave the gun with us, but we won't be working on it during the day.