Sektor7 Airsoft
Lorain, OH
We are an airsoft only field based on 40 acres of wooded terrain located in Northeast Ohio. Buildings, woods, cliffs, and streams gives us an adverse yet ideal environment for any airsoft event.
Location & Hours
Check our website for Open Play dates https://www.sektor7airsoft.com/calendar
Contact
Amenities & more
Recommended Gear for Sektor7 Airsoft Players
A Bit About Us
Founded by three national level Airsofters in 2016, SEKTOR7 was established to provide players from the North East Ohio airsoft community and surrounding areas a place to call home. We provide a great safe place for the entire family or private gatherings on 40 acres of wooded terrain.
General Admission
Open Play
$25.00
General Admission for open plays is $25.00 for all day play, per person.
Rental Package
$20.00
Our rental packages are complete with brand new AEG's and Eye Protection. Rental packages start at $20.00 for all day play. Body protection vests can be rented for an additional $5.00
- ALL SEKTOR7 EVENTS ARE BIO BBs ONLY!
- All players must wear full sealing ANSI Z87.1 rated goggles, glasses or paintball mask. Eye protection must be worn at all times while outside the staging area. NO safety glasses, shooting glasses, or mesh goggles. Full seal goggles/glasses must form a seal around the lenses that fully contacts the skin and will not let a bb inside the seal.
- Players under 18 years of age must wear full face protection such as a paintball mask or mesh mask. Balaclavas & Shemaghs are not considered face protection. They may be worn under or over the hard face protection.
- All players must have and use a red "Dead Rag”
- All weapons must be submitted for inspection to the safety officer. Each player will be asked to fire a minimum of 3 rounds across the chrono. Note that players may be asked to chronograph at any time during the day, including during play.
- Players will be allowed to use only airsoft specific guns. No "BB Guns" or BB guns converted to use airsoft BBs. No metal or clear BBs will be allowed.
- While in the staging area pistols must be holstered. All other weapons must have the magazine removed and the chamber cleared.
- Barrel Covers are required while in the staging/parking lot area. You may dry fire your weapon to ensure it is working properly. There is to be no live fire anywhere within the staging area other than the chronograph station.
- All persons moving throughout the AO need to have a waiver on file; this includes observers, photographers, and any additional non player personnel.
- All players need to have a medical card (3x5 piece of paper) filled out and on their person while on the field. This is used if you are found unresponsive. It provides us and First Responders with minimal information consisting of:
- Full Name
- Date of Birth
- Known Medical Issues
- Allergies
- Emergency Contact name and number
- FRS channels 1 and 7 are reserved for use by SEKTOR7 staff. Please use another frequency.
- Airsoft is about HONOR, failure to play in an honorable manner will result in expulsion from SEKTOR7 There will be no bullying, rough housing, foul language (used in malice), or physical/mental intimidation anywhere at any time at SEKTOR7. Failure to follow these rules will result in expulsion without a refund.
- Sportsmanship is expected! Please call YOUR OWN hits! DO NOT BOTHER TO CALL ANOTHER PLAYER'S HITS – MIND YOUR OWN HITS!
- Not calling your hits is cheating, and will not be tolerated, period. If you suspect a player is not calling their hits, do not take matters into your own hands. Please bring this to the attention of the staff.
- Dead players do not talk! Dead players may only talk quietly to other dead players. Dead players do not shoot their guns, doing so immediately makes you a live target. Dead players do not improve their position, or indicate other players position while dead.
- Electronic warfare: jamming or listening in the opposition's radio frequency is strictly prohibited (unless cleared by the administration).
- Covertly monitoring, through espionage or mis-representation, of opposition force planning to include briefings and electronic mediums is not in the spirit of the game, and is prohibited.
- Blind fire: Shooting around corners and not being able to see where your BBs are going is not allowed. Devices that allow you to shoot around corners, such as weapon mounted cameras and mirrors are not permitted.
- A BB that strikes a player is counted as a hit. This includes anything worn by the player including backpacks.
- Gun hits do not count as a player hit. (Unless gun is slung, then its considered as being “worn”)
- Friendly fire does count as a hit.
- No real steel firearms, ammunition, or anything of the sort are ever to be present at SEKTOR7!
- Alcohol and drugs are strictly forbidden at SEKTOR7!
If a player loses their eye protection during play a “blind man” call is made. The player needs to cover their face with their hands and keep their head down until eye protection can be provided for them. On the call of “blind man” players need to immediately remove the magazine from their weapon and place it on safe. Stand in your location and do not move until the “all clear” and "game on" is given. Only at that time may you reload your weapon and continue playing.
Use "REAL WORLD" if you or another player is injured and requires immediate Admin/Medical attention. You will need to both vocally and via radio make the "REAL WORLD" call with the approximate location of the incident. On the call of “REAL WORLD” players need to immediately remove the magazine from their weapon and place it on safe. Stand in your location and do not move until the “all clear” and "game on" is given. Only at that time may you reload your weapon and continue playing.
- Building consists of a structure with at least one doorway and a minimum of 4 exterior walls.
- All buildings are perceived to have roofs and go to the ground. (shooting someone under the walls does not count)
- Grenades must be thrown into windows or doorways to count.
- If a grenade lands inside a building/room it has a 15ft kill radius. Dividing walls and interior barriers that block line of sight of the grenade saves you from the explosion.
- Barriers are built or set structures that count as cover. (plywood, wire spools, barrels, etc.) Barriers protect you from grenades. (stick piles and trees do not protect you from grenades)
- Holes in barriers and buildings must be larger than your head in order to shoot through them.
- DO NOT move any barriers unless otherwise stated by a staff member.
- DO NOT under any circumstances climb over barriers or building walls.
- All weapons will be chronographed using .30g BBs. Hopup to be turned off. .30G BBs will be supplied for chrono purposes. Players may use any weight BBs during the game.
- All Weapons systems that use an external air source (i.e. PolarStars / Daytona / Classics) will be required to use a "tournament" lock on their in-line regulator(s).
RIFLEMAN
- 1.56 Joules with a .30
- Rifleman must shoot Semi Auto only. NO FULL AUTO IS ALLOWED, THIS INCLUDES BINARY TRIGGERS
- Weapons using an external air source must have a locked regulator to prevent field adjustment.
- No Minimum Engagement Distance.
AUTOMATIC RIFLEMAN
The Automatic Rifleman carries a replica of a rifle reinforced for sustained fire. The Automatic Rifleman is able to lay down fully automatic suppressive fire while retaining maneuverability and may use their select fire capability to engage targets indoors with semi-automatic fire. No Winding HICAPS.
1.56 Joules with a .30
- ROF (Rate of Fire) must not exceed 25rps.
- Weapons using an external air source must have a locked regulator to prevent adjustment.
- Operators of an Automatic Rifle are required to carry either a standard AEG or sidearm to engage targets when entering a building if their weapon can’t switch to semi auto
- You <u>MUST</u> meet these requirements in order to run said weapon.
HK M27 IAR- 16.5 in heavy barrel, magnified optic, bipod, must carry at least 15 readily accessible midcap mags
RPK- 23 in heavy barrel, permanently affixed bipod, RPK style 40rnd midcap mags or a drum mag
RPK16- LCT branded RPK, magnified optic, bipod, drum mag
MG36- 19 in heavy barrel, magnified optic, permanently affixed bipod, drum mag
SCAR HAMR- 18 in heavy barrel, magnified optic, bipod, drum mag
AUG HBAR- 24.5 in heavy barrel, magnified optic, permanently affixed bipod, drum mag
L86 LSW- 25.5 in heavy barrel, magnified optic, permanently affixed bipod, must carry at least 15 readily accessible midcap mags or a drum mag
LIGHT MACHINE GUNS (LMG)
A light machine gun (LMG) is a light-weight machine gun designed to be operated by a single infantryman as an infantry support weapon. LMGs fire cartridges of the same caliber as the other rifleman. Some examples of a LMG are – M249, Mk46, RPD, Stoner 63 (Mk43), Shrike style rifles (MUST HAVE PROPER UPPER RECEIVER) etc. NO FULL AUTO INDOORS!
- 1.56 Joules with a .30
- ROF (Rate of Fire) must not exceed 25rps.
- Weapons using an external air source must have a locked regulator to prevent field adjustment.
- Operators of a LMG are required to carry either a standard AEG or sidearm to engage targets when entering a building.
MEDIUM MACHINE GUNS (MMG)
A medium machine gun (MMG) refers to a belt fed machine gun firing a full-powered rifle cartridge. Medium machine guns are light enough to be infantry-portable but still cumbersome enough to require a crew for optimal operational efficiency. MMGs must fire a 7.62x51 or larger round. Some examples of an MMG are – MK48, M60, M240B, PKM, M1919, etc. NO FULL AUTO INDOORS!
- 1.88 Joules with a .30
- ROF (Rate of Fire) must not exceed 25rps.
- Weapons using an external air source must have a locked regulator to prevent field adjustment.
- Minimum Engagement Distance of 75ft.
- Operators of a MMG are required to carry either a standard AEG or sidearm to engage targets within the minimum engagement distances.
DESIGNATED MARKSMAN RIFLE (DMR)
Designated Marksman Rifle is a special purpose weapon; it is a standard infantry rifle equipped with optics that have been enhanced for longer range and accuracy. Some examples of a DMR are - SR-25, PSG-1, M14/M21, G3-SG3, Dragunov (SVD) etc... Bolt action rifles may also function as a DMR as long as they adhere to the max joule limit.
NOTE: Designated Marksman Rifle (DMR) may ONLY operate SEMI-AUTO mode, and must be physically incapable of firing in full-auto.
- 2.00 Joules with a .30g
- Minimum Engagement Distance of 100 feet.
- Weapons using an external air source must have a locked regulator to prevent field adjustment.
- Operators of a DMR are required to carry either a standard AEG or sidearm to engage targets within the minimum engagement distances.
- Carbine rifles do not qualify for DMR
BOLT/SINGLE ACTION RIFLES
- 2.5 Joules with a .30g
- Minimum Engagement Distance of 125 feet
- Weapons using an external air source must have a locked regulator to prevent field adjustment.
- Operators of a BA/SA rifle are required to carry either a standard AEG or sidearm to engage targets within the minimum engagement distances.
SUBMACHINE GUNS (SMG)
Gas and Electric Submachine guns such as the MP5, MP7, KRISS, KMP9 etc must shoot under 1 Joule with a .30g in order to shoot full auto. If they shoot over 1 Joule they fall under the same restrictions as the Rifleman Role. Magwell conversion kits DO NOT turn your gun into an SMG.
- Less than 1 Joule with a .30
- ROF (Rate of Fire) must not exceed 25rps.
- Weapons using an external air source must have a locked regulator to prevent field adjustment.
- No Minimum Engagement Distance.
Note if you do fall under the SMG rule you are allowed to shoot full auto indoors.
PISTOLS
Pistols must be within the same requirements as the Rifleman Role
SEKTOR 7 STAFF HAS THE RIGHT TO DENY ANY WEAPON SYSTEM THAT THEY
FEEL DOES NOT FIT A SET CLASSIFICATION OR FIT THE SPIRIT OF THE GAME.
Safety Kills are a courtesy, play with honor.
Safety Kills with a Pistol or Rifle
- Players within a 10 foot engagement range may be safety killed.
- The player must have the other player “dead to rights” and yell out loudly "Safety!” Only one player at a time may be safety killed.
- Players DO NOT have to automatically take a “safety kill". Although it is highly encouraged in the spirit of the game.
- Players are allowed to "Tap out" another player with rubber edged weapons.
- When a player is touched/tapped (NO THROWING) with the rubber edged weapon they are considered "hit" and should quietly pull their red rag.
- Players that have been "killed" by a rubber edged weapon cannot yell "hit" or "medic" ; they are mortally wounded.
- SEKTOR7 only allows approved purpose made rubber training edged weapons. Please check with staff.
- No modified "real edged" weapons are allowed.
- All simulated explosives (i.e. Tornado or Thunder B) must detonate within 15 feet to eliminate a player.
- BB strike is NOT needed within the 15 foot radius. A player hit by a BB outside of the 15 ft radius is still considered a “hit”.
- All player grenades must be thrown under arm, this is to prevent injury.
- Any Pneumatic/Gas grenades that require CO2 or Green Gas/Propane are allowed.Please see below list for approved pyro grenades.
- Foam rockets will have a 15ft kill radius from initial impact.
- Players may use any “name brand” airsoft grenade (Escort, AI, etc...). No modified grenades are allowed.
- Ricochets from player thrown grenades are treated as fragmentation and will count as a hit.
- No explosives, open flame or hot burning smoke will be allowed for fire hazard/safety reasons.
- No blank firing devices.
This section is based on our experiences with pyro devices. If you have a device that you would like approved, SEKTOR7 staff needs to physically see the device perform in order to approve it. Please contact SEKTOR7 to arrange this.
Approved HAND Grenades:
- TLSFX Pea grenades
- TLSFX Thermobaric grenades
- TLSFX Thunderflash grenades
- All Taginn grenades (No launchable Taginns allowed)
- All Enola Gaye grenades
- Airsoft Innovations Burst XL
- Airsoft Innovations Bang .22
- Airsoft Innovations Tornado
- Airsoft Innovations Cyclone