DAS GENERAL RULE SET

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DAS (Dynamic Action Sport) is a shooting sport designed to test an array of different shooting skill sets on both the individual but especially the group level. DAS is comprised of three core stages: Target Down Par-Time Stage, Target Down Speed Stage, and a Marksmanship Skill Test Stage.

Target Down Par-Time Stage (TDP) Rules
The TDPT Stage tests the team’s skill at clearing rooms within a given allotted time (aka Par-Time). The par-time is determined by the DAS Range Safety Officers (RSOs) and is standardized for all teams. If a team does not clear a room during the par-time, they get a man-down penalty.

RULES IN DETAIL:
• 4 Team Members: All teams start with 4 team members. Each team assigns each member a number between 1 and 4 during sign up at the beginning of the day/event. The number assignment is only used for the man down penalty and has nothing to do with the order in which they enter rooms (room entry order is up to the players).

• You are not tested on tactics: The technique is completely up to the participants.

• Clearing a room: When the participants hears the sound of the buzzer, that is the team’s signal to enter a room to clear it of all targets. If they neutralize* all the targets within the par-time (last target neutralized before the second buzzer), then they have cleared that room. If they have successfully cleared that room, the RSO will announce “ROOM CLEAR!”, and the team can then move to the next doorway and wait for the next buzz signal (which should be 7 seconds after ROOM CLEAR is announced).

* Neutralize means that all knock-down targets are beginning to fall from being shot (“beginning to fall” means that the target will definitely fall without being shot again). For the TDPT Stage this is within the RSO’s discretion if the call is very close to the buzzer.

• Not making the par-time: If the team does NOT clear a room within the allotted par-time, a RSO will announce a “man-down” penalty based on the preassigned man-down penalty order. When that occurs, the RSO will say Man down and the number of the team member and man-down, for example: “MAN DOWN! 3-Man! You’re down!” The person that is now “down”, must raise their hand and is out of play for the remainder of the TDPT stage. The remaining team members will then have 7 seconds to prepare for the next room.

• The man-down penalty order: The man-down penalty order is randomly assigned to each team before the TDPT Stage takes place. It is known only to the RSOs. The participating team does not know the man-down order. Also, some tape (duct tape or masking tape) with a 1, 2, 3 or 4 number should be written on the tape and placed on the player’s shoulder, chest or back to make it easy for the RSO to identify for man-down order. RSOs, do not rely on the teams to be honest about who is what number. RSOs must personally ID the #player.

• Room entry points: Depending on the event location, some rooms will have doors. Some will have open doorways. If the next room has a door, then it should be closed and the team can stack up on the door. If the next room does not have a door, then the RSOs can place a traffic cone to signify that the team should stack up on the next room at that cone. Trying to look into the next room through the open doorway deliberately (at the RSO’s discretion) before the par-time buzzer for the next room starts, will result in a 15 second penalty to the overall team’s time per infraction.

• Unentered rooms due to full team is man-down: If a team is unable to finish all the rooms, within the TDPT Stage, a 10 second penalty is given for every target not neutralized in each unentered room. For example, if there are 6 rooms, and the team loses their last player in the fourth room, then each target in room 5 plus each target in room 6 are added together with 10 seconds per target. So if there are 4 targets in room 5, and 3 targets in room 6, that means 7 targets total = 70 second penalty.

• If the team is able to clear the entire TDPT Stage, a time bonus of 10 seconds per still active player is given to the team at the completion of the stage (4 players per team = a maximum of 40 bonus seconds possible). That time bonus is subtracted from the teams’ overall time score.

• If any no-shoot targets are hit, a time penalty of 20 seconds is given per no-shoot target hit.

• Flagging (pointing a gun) at one another and the RSOs within the stage is not penalized (RSOs please try to position yourself as safely as possible so that you can see whether or not the room is cleared, but try not to be standing in the line of fire, though in some rare cases it may be unavoidable so please use more head protection if necessary).

• Accidental shooting of another team member: If one team member shoots another by accident, there is no time penalty. However the person that is shot (the “victim,” not the shooter) is now considered a man-down automatically and must sit out the remainder of that stage. Furthermore, if the team does not clear the stage, they will incur an additional man-down (if the order is the same as the victim, then choose the next person in the list).

• Deliberate shooting of anyone: Deliberately shooting anyone inside the event, regardless of whether or not it is within a stage leads to disqualification of the entire team.

• Semi auto only. If full auto is used, a 90 second penalty is given.

Marksmanship Skill Test Stage (MST) Rules
The MST Stage is to test the ability of the individual shooter. However, the time for each shooter within a team is combined to reflect the overall time/score for the team.

MST stages can be done in several different formats. Some MST stages can be simple, while other MST stages can be a little more complex and the best strategy wins. This is similar to most shooting sports.

In all MST stages, if any targets are still up, a time penalty of 10 seconds is given per target not neutralized.
In all MST stages, if any no-shoot targets are hit, a time penalty of 20 seconds is given per no-shoot target hit.

EXAMPLES OF MST STAGES:

Modified El-Prez Handgun Drill
• Five knock-down targets plus one final stop plate
• Shooter has a handgun with two (or more) magazines. The handgun is loaded with 1 BB in the chamber, and 2 in the first magazine (basically 3 rounds in the gun). Second magazine has a minimum of three rounds (but it is advised to have it fully loaded). Second magazine is retained on the shooter’s body (in a magazine pouch or pocket).
• Shooter stands facing up range (back to targets). Upon the “start buzzing sound”, he/she turns to face the targets, draws the handgun, shoots at the knock-down targets with the first three rounds in the gun, reloads with the second magazine, and shoots at all remaining targets, finishing on the stop plate and stopping the clock.

*** Important Modified El-Prez Drill rules:
1.) If the shooter flags anyone during the draw, he/she will receive a 90 second penalty. They do not have to wait until they are completely turned before drawing, so long as the gun is pointed in a safe direction (in this example drill, pointed down). For example, they can draw, keeping the gun pointed down until they are turned and faced down range to aim at the target. But it is probably smarter to turn first and then draw.
2.) No additional shots may be fired after the stop plate has been activated. So if they shoot the stop plate (which will stop the timer) and a knock-down target is still up, shooting that un-neutralized knock-down target means they get a 90 second penalty.
3.) The order in which the knock-down targets are engaged is unimportant. All that matters is that the “stop plate target” is engaged last, after ALL the knock-down targets are neutralized. If the stop plate target is engaged prior to the last knock-down target is neutralized, a 90 second penalty is given to that shooter.
4.) “Neutralized” means that all knock-down targets are beginning to fall from being shot (“beginning to fall” means that the target will definitely fall without being shot again).
5.) They are allowed to have as many handgun magazines on them as they wish.
6.) Semi auto only. If full auto is used, a 90 second penalty is given.
7.) Standing shooting only.

Transition Drill
• Five knock-down targets plus one final stop plate
• Shooter has both a rifle (on a sling) and a handgun (in the holster).
• The rifle has no magazine in the gun and an empty chamber. The shooter shoulders the gun and is aiming through the sights. As soon as the start buzzer is heard, he/she will transition from the rifle to the side arm, shoot and neutralize the first 3 knock-down targets with the handgun (as many handgun rounds as it takes). After the third knock-down target is neutralized, the shooter will transition back to the rifle, load it, and engage the last two knock-down targets and finish on the stop plate.
• Suggestion (optional): have the first three knock-down targets at 5 meters on one side of the stage. Have the last two knock-down targets plus the stop plate on the right side of the range. After the handgun targets are neutralized, have them run laterally to cover (behind a barricade and make them engage the rifle targets (and stop plate) from behind cover.

*** Important Transition Drill rules:
1.) If the shooter flags anyone during the drill, he/she will receive a 90 second penalty.
2.) No additional shots may be fired after the stop plate has been activated. So if they shoot the stop plate (which will stop the timer) and a knock-down target is still up, shooting that un-neutralized knock-down target means they get a 90 second penalty.
3.) The order in which the 3 handgun targets are engaged is unimportant so long as none of the rifle targets and stop plates are not engaged before all the handgun targets are neutralized.
4.) They are allowed to have as many handgun magazines and rifle magazines on them as they wish.
5.) Semi auto only. If full auto is used, a 90 second penalty is given.
6.) Any shooting position (standing, kneeling, prone) is fine.

Target Down Speed Stage (TDS) Rules
The TDS Stage tests the team’s ability to communicate and engage multiple targets as quickly as possible.

• Knock-down targets are placed throughout the stage.

• Semi auto only. If full auto is heard, a 90 second penalty is given.

• The entire team stands behind a start/finish line. One team member hits the timer behind the line. If anyone crosses the line before the timer starts, a 90 second penalty is given. As soon as the start timer begins, the players must enter and clear out the entire stage of all knock-down targets.

• When the team believes that all the knock-down targets are neutralized, they must return to the start/finish line. When the last team member crosses the line someone (anyone) from the team can hit the timer to stop the overall time. If the timer is stopped before the last person crosses the line, a 90 second penalty is given.

• After the timer is stopped, the RSO will write down the overall time. Then the RSOs will enter the stage and make sure that all the targets have been neutralized. If any targets are still up, a time penalty of 10 seconds is given per target not neutralized.

*** Important TDS rules:
1.) The team can engage the entire stage with either handgun or rifle, but if they use the handgun, they must keep their rifle on them (slung) at all times.
2.) When leaving the stage, the entire team does not all have to cross the line at the same time. If one or more team members choose to cross the finish line early, that is fine so long as they do not hit the timer until the last team member crosses the line.
3.) If the team chooses to leave one or more team members behind the line for the entire stage that is fine.

GENERAL DAS RULES

Appropriate clothing, gear and eye protection:
There’s really no regulations in this regard beyond suitable clothing and appropriate eye protection (Eye and Face Protection maybe subject to location requirements). Some participants show up in full tac gear (often a popular option for Law Enforcement and mil-simmers), to competition shooting sports clothing and gear, and there are even some individuals/teams that like to go in completely slick in civilian clothing, a holster for the sidearm, and a couple spare mags in pockets. It’s really open to the participant so long as it isn’t something considered offensive or inappropriate.

Gun Restrictions:
All participants will need a “long gun” and a handgun.

The “long gun” can be any airsoft rifle or SMG with a stock (the stock can be folded when in use but must be present). It can be an AEG, ERG, GBBR, NBBR, PTW, Polar Star, spring rifle. So long as it can shoot in semi-auto (since full-auto is not allowed) it is ok. Standard caps and Midcaps only. No hicap magazines. GBBR rifles are encouraged but not required.
The handgun can be any airsoft handgun (you will need a holster for the handgun).

Some events with designated marksman and/or breacher components in their stages may require an airsoft sniper rifle and/or an airsoft shotgun. If needed that will be announced during the event’s particular press release.

FPS / Projectile Velocity:
Since DAS events are not force on force, the regulations for velocity can be more loose. Typically this is location specific. In some cases, DAS organizers will need to get final confirmation from the location host regarding what they are comfortable with since their fps regulations may be based on force on force scenarios whereas DAS is against reactive targets. The location host has the final say regarding maximum projectile velocity allowed.

Age Restrictions:
The minimum age for DAS participants is currently 12 years old. It’s not common to see participants this young, but the few who have participated in past DAS events have always conducted themselves in a professional and mature manner (often more-so than adults 3 times their age). Regardless of age, all participants are expected to behave appropriately at all times while at the venue.

*** Participants 12-14 years of age:
Individuals under the age of 15 must be accompanied by a parent/guardian, and while the parent/guardian do not have to participate in the sport (though we do encourage it) they do need to stay on premises at all times.

*** Participants 15-17 years of age:
Individuals aged 15 to 17 years old, are not required to have a parent or guardian on premises but must have a signed consent form upon arrival.

MANDATORY DAS Waiver for ALL participants:
Must be submitted in order to participate. DOWNLOAD WAIVER

 

DOWNLOAD A COPY OF ALL DAS RULES SHOWN ABOVE

 

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