Danger Close- CANCELLED-

by Combat Zone Paintball and Airsoft

Date and Time
Sat, June 3, 2023, 8:00 AM -
Sat, June 3, 2023, 5:00 PM
PST
Location

Combat Zone Paintball and Airsoft

4444 Pacific Heights Road

Oroville, CA 95965

US

Get directions

About This Event

Due to low attendance (we assume due to the heat) we are cancelling this event.


As of 16 May, we only had 16 registered players. All in, there'd probably be about 25 that would show up. Let's pretend maybe 30 would show up with a bunch of walk ons....after lunch, we always lose about 30-50% of players so the 2nd half of the day would probably be a 10 v 10 maybe.


For what you're paying, we don't feel like that's right.

We gave everyone who signed up a full refund and they're also being given 2 free public admissions to Combat Zone or True Aim.

The next event we're planning is forecasted to be the last weekend in September assuming the weather cooperates with us.



If you're interested in being a Platoon Leader, read THIS GOOGLE DOC and email us.


Facebook groups ONLY for registered players.


Combat Zone's Discord server (we have an event and NPA faction channel )


Check In and Format slide show is HERE


Backstory

The last battle in the brutal Long Vu campaign ends in the Oh Dang Valley. The air cavalry soldiers of the Lightning Brigade must push out the remaining soldiers of the Northern People’s Army but the network of NPA tunnels has become a great tool to maintain control of the valley.
We understand this event may not be for all players because we didn’t create it for all players.


Gameplay

Special abilities will only be briefed to CDR’s who may tell whomever they wish. Special abilities will NOT be public information.

This event will have a minimum of 5 refs on the field at all times.
All missions will run for a 30 min duration before we move on.
Game props in play: True Aim orange bomb, True Aim Dead Tom (dummies), ammo cans, large packe of medic water.

0900: Mission 0: TDM. CDR's direct and move as they see fit.
0930: Mission 1:
1000: Mission 2:
1030: Mission 3:
1100: Mission 4:
1130: Mission 5:
1200: Mission 6:
1230: Mission 7:

1300: LUNCH

1400 Mission 8: Find and eliminate the enemy. Take and secure all objectives.
1430 Mission 9:
1500 Mission 10:
1530 Mission 11:
1600 Mission 11:
1630 Mission 12:


FACTIONS/UNIFORM COLORS:

Contact us if you have questions.


LIGHTNING BRIGADE (LB)

Solid colors: OD green.

Camo patterns: Woodland M81 and its variations like Kukla, and ERDL. Jungle tiger stripe, green Mitchell, frog skin.
Any US, Australian, New Zealand, South Korean, Thai, and Pilipino patterns used around the time that can’t be reasonably be confused with anything the NPA can wear is allowed.
Modern patterns such as multicam and MARPAT are NOT allowed.
If it came out AFTER M81, it's not allowed. This includes, OCP, DCU, UCP, etc.

Weapon restrictions: Cannot use any AK/Soviet style rifle/SMG.






NORTHERN PEOPLES ARMY (NPA)

You may not wear anything that looks like LB patterns/colors.

Camo patterns: Anything black to include digital.
Since the NPA uniform is somewhat more restrictive than we've done in the past, you can wear digital patterns for NPA but we'd rather you just wore a normal solid colored long sleeve shirt.

Any Chinese, Russian, Albanian, Cuban or Romanian patterns used around the time that can’t be reasonably be confused with anything the Lightning Brigade can wear is allowed.
Examples are OBR69, and tan Panamka.

If you wanted to wear a modern pattern that looks NOTHING like what the LB can wear like blue Type 87, that would be allowed.


If you want to wear something that MIGHT be confused for an LB pattern like KLMK or a some kind of distinct Soviet pattern that has green in it, you need at least 9 players wearing the same pattern and you'll need to use AK style rifles and tan gear this way you still standout somewhat. Contact us for approval. Your request MAY be denied so have a backup.

Solid colors: Solid black, blue, brown/tan, white.
Weapon restrictions: None. AK style encouraged but not required.

The following are some basic examples of allowable uniform tops for Northern Peoples Army.
This doesn't cover all the possibilities. These are just SOME EXAMPLES.

Tank tops and short sleeve shirts like what's shown in the LB regs are also allowed for the NPA. See UNIFORM REGS.

UNIFORM REGULATIONS:

Staff reserves the right to prohibit any item which may conflict with the spirit of the event.
  1. All tops are encouraged to be of a military/tactical nature.
  2. Solid color or camouflage tank tops, t-shirts, or long sleeved shirts are authorized in lieu of military tops.
  3. Tank tops, t-shirts, and long sleeved shirts must be free of medium or large, clearly visible civilian brands and logos.
  4. If you decide to wear a tank top, short sleeve or just got shirtless, you must wear a hat and chest rig or plate carrier that is faction colored/camo pattern.
  5. Shirtless LB player would need to wear something like an M81 hat, AND something like a green chest rig or plate carrier.
  6. Winter/cold weather jackets will not be allowed. No hoodies, no sweaters.
  7. No other item or piece of equipment will act as a uniform item.
  8. Bottoms must be long pants and must be faction colored.
  9. Lightning Brigade CANNOT wear black or brown pants.
  10. NPA CANNOT wear green pants.
  11. Top does not need to match the bottom but it DOES need to be faction colored.
  12. NPA can wear a tan top with black pants.
  13. LB can wear an M81 top with OD green pants.
  14. Equipment/gear does not need to be faction colors.
  15. Lightning Brigade may use black gear.
  16. If you decide to wear ANY gear that’s not your faction's color or pattern, don’t cry about friendly fire.
  17. All participants must wear closed toed footwear.
  18. Military boots are not required but all footwear must be closed toed and appropriate for hiking/backpacking or trail walking.
  19. Admin color is red and bright safety green/yellow.
  20. The only authorized piece of equipment a player may possess that is primarily red is a single real world medic pouch. Players may not wear hats, chest rigs, or plate carriers that are red.


EQUIPMENT RULES:

Staff reserves the right to prohibit any item which may conflict with the spirit of the event.
  1. No extended triggers.
  2. No feathering. Thumb must be wrapped around the pistol grip while firing.
  3. Factory style trigger guards are mandatory.
  4. No drum magazines. (Except for LMG's)
  5. Rifle/SMG magazines may not exceed 250 bb capacity.
  6. No winding, pull cord, or electric magazines (Except for LMG's)
  7. All magazines must be passive spring powered (like midcaps.) (Except LMG's)
  8. No limit on how many magazines a player may carry.
  9. You may bring Odin's and pre-filled speed loaders on the field and/or keep them on your person.
  10. HPA magazine adapters are NOT allowed.
  11. No binary triggers for semi auto guns.
  12. Melee kills allowed.
  13. No shields and no using something as a mobile shield.
  14. All pistols must have holsters.
  15. 6mm airsoft guns only. No blank fire. No Nerf or similar type.


GRENADES:

  1. If Enola Gaye gets their EG67 situation sorted out, we will allow EG67's purchased from us but NOT SMOKE. Smokes were what was causing fires, not EG67's.
  2. EG67's have a 10 foot kill radius.
  3. Hand grenades must just green gas, c02, or spring power.
  4. BB's must hit players in order for nade kills to count otherwise you're just making noise for fun.
  5. Only shotgun shell style 203 rounds allowed. Commonly called “shower shells.”
  6. No 40 Mike or similar style shell is allowed.
  7. Green gas powered 203 shower shells may be fired from 0 MED.
  8. Only airsoft bb’s may be fired at players. No chalk, foam or other projectiles are allowed.
  9. TAGinn Master Keys are allowed but MUST be pre-ordered through us and may not be aimed above the shoulders. Additionally, you must only aim at GROUPS of players and not target a single player. They also have a 25 foot MED.

FPS/RPS/MED RULES:

PLEASE report to the chrono station wearing your FACTION TOP.
All guns will be chrono’d with staff provided bb’s in the weights the player will be using.
Players will come to chrono station with an empty magazine for each gun needing to be chrono’d.
MED standards for Minimum Engagement Distance. If you don't know what THAT is, don't use a gun with an MED.
The following FPS limits are based on .20 weight bb’s.
After chrono, players with an MED will have to identify shoot/no shoot targets to be approved to use that gun.

Bolt action, single shot rifles (snipers):
550 FPS / 2.8j. 100 foot MED. (will be tagged with an additional zip tie)
450 FPS / 1.87j. 0 MED. You can register as a RIFLEMAN with this FPS.

DMR’s:
550 FPS / 2.8j. 100 foot MED. (will be tagged with an additional zip tie)
420 FPS / 1.63j. 0 MED. You can register as a RIFLEMAN with this FPS.

LMG’s:
475 FPS / 2.08j. 50 foot MED. 30 RPS. Full auto. (will be tagged with an additional zip tie)
400 FPS / 1.48j. 0 foot MED. 30 RPS. Full auto. You cannot register as a Rifleman with this.

All AEG & GBBR’s:
400 FPS/1.5j. 0 MED. Semi only.
GBBR/SMG's at 1.5 joules may use full auto BUT must ensure they aren't overshooting.

HPA:
400/1.5j. 0 med. Must be semi locked.
Sniper, DMR and LMG guns using HPA will use Sniper/DMR/LMG FPS/joule limits.

SMG:
329 FPS/1. 0 med. Must use short bursts, or binary.

Pistols: Cannot use HPA M4 adapters such as the Primary, Monk's or Tapp's.
350 FPS/1.15j. 0 MED.
329 FPS/1. 0 med. Must use short bursts, or binary.

Shotguns:
350 FPS/1.15j. 0 MED. Pump only. Nothing that fires more than 6 bb’s at once.
Slam firing is allowed however you will need to ensure you're not overshooting.

Melee:
Must be made of a soft foam or rubber. Wooden and metal melee weapons are prohibited from being on the field during play regardless of if they are tools or a cosmetic nature or if a foam or rubber protective layer has been permanently attached.


BANG/SAFETY KILL RULES:

Bang/safety kills are optional.


BB RULES:

Max bb weight for all guns is .32.
All bb’s must be biodegradable. Staff will be checking.
You may pre order bb’s during registration and pick them up during check in or just bring your own.


HIT CALLING/MEDIC/RESPAWN RULES:

  1. Every player may act as a medic.
  2. Every player may place a bandage on a "wounded" player.
  3. Every player may have up to THREE bandages.
  4. A bandage may be a MSW tourniquet, True Aim arm band, or 3in ACE style bandage.
  5. Only your teammates may medic you. Opposing medics healing you don't count.
  6. SQUAD MEDICS (SM) may carry up to 5 MEDIC WATERS (MW.)
  7. A medic water is a 16oz bottle of water (field provided)
  8. When SM's run out of MW's they must return to respawn, turn the empty MW bottles into the ref and the ref will give you new MW's. If you don't have the empty MW bottle, you don't get a new one.
  9. Limit 2 SQUAD MEDICS per SQUAD.
  10. Players may not carry medic waters but may carry personal water for drinking.
  11. A single player may shoot another single player up to three times before it can be considered overshooting. If two players each shoot a single player three times, that single player is not considered to have been overshot because they were shot three times by two separate players.
  12. If a player intentionally shoots another player after that player has made it known that they are hit, that would be considered overshooting regardless of how many times the player was shot after they declared themselves hit. This will be addressed on a case by case basis. If you shoot someone with 1 bb', they raise their hand and you intentionally shoot them again, that's overshooting.
  13. Gun hits DO NOT count.
  14. When a player gets shot they are considered to be WOUNDED. They must raise a free hand, announce, HIT, sit or lay on the ground (not kneel) and hold their DEAD RAG above their head or place it on their head. While WOUNDED, the player may only call for their MEDIC. If you are laying down as if WOUNDED, you do not need a dead rag. No faking being WOUNDED is allowed.
  15. It is HIGHLY advised that as soon as you get shot, you raise your hand as high as possible, put your gun down and with your gun hand, get your red rag. Hopefully, this gives you enough time to get your dead rag out while signaling you're hit.
  16. Keep your red rag on your head at all times. Do not sit down and hold it in your hand. You'll be shot.
  17. It's a better idea to lay down as if dead with a red rag on your face.
  18. You will bleed out and "die" in 60 seconds if you don't get treated by a teammate.
  19. Once a teammate arrives, the WOUNDED player will provide the teammate with one of their bandages. Teammate will apply the bandage to either arm above the elbow and the player is alive again. YAAY!
  20. If a WOUNDED player goes 60 seconds without being treated by a teammate, they have “bled out” and "DIED." They must now wait an additional 30 seconds before they can return to their Command Center, drink a MEDIC WATER, reset any bandages if needed and respawn.
  21. During this 30 seconds, a SQUAD MEDIC can give you a MEDIC WATER and you can reset your bandages and get back to it.
  22. If you acted out a 3 second dramatic death scene when you got shot, you can just go back to spawn without waiting the 30 seconds (after you've bled out.)
  23. While walking back to spawn, any SM can give you a medic water. You can reset your bandages and go back to pewpew.
  24. If the WOUNDED/DEAD player gives consent, you may drag or carry them no more than 20 feet. The WOUNDED/DEAD player is not allowed to assist in this. They are only allowed to move themselves to a reasonably safe distance if they’ve been hit in a high traffic area such as a doorway, hallway or busy path. This is intended to keep the hit player from being stepped on or tripped over.
  25. MW's are ONLY allowed to be issued AFTER a player is "DEAD." Wounded players MAY NOT receive MW's.
  26. Squad Medics can also treat wounded players.


…UH…WHAT?

ARG! You've been shot!
Your team has 60 seconds to put a bandage on you.
If no one comes to help you for 60 seconds, YOU'RE DEAD!
Doesn't matter how many bandages you still have.
Now you have to wait up to 30 seconds for a SQUAD MEDIC to revive you with a medic water.
If your squad medic sucks and doesn't do that before those 30 seconds are up, go back to spawn.
If you acted out a 3 second dramatic death scene when you got shot, you may walk back to spawn after that 60 seconds of being WOUNDED.
If a squad medic gives you a medic water before you get to spawn, COOL! Drink it, reset bandages, go pewpew.



LOST AND FOUND:

Please return lost and found items to the closest event admin.
All unclaimed items will be placed in the lost and found at Combat Zone Paintball and Airsoft until we’re allowed to make rental players fight for them.


TASK ORG:

Commander (CDR):
  1. Designated by event admins.
  2. In charge of everyone in their faction.
  3. Receives missions from ADMINS and delegates tasks to Platoon Leaders.
Platoon Leaders (4): 1 Platoon Leader + 20 players = 1 platoon.
  1. Designated by event admins or CDR.
  2. In charge of their platoon.
  3. Receive missions from CDR and executes them.
  4. Platoon leaders can designate Squad and Team leaders but those would only be to organize to element and wouldn’t have any special abilities.
Squad Leaders (TBD)
  1. Designated by Platoon Leader.
  2. In charge of their Squad.
  3. Receive missions from PL and executes.
ALL COMMAND STAFF MAY CHOOSE THEIR OWN CALLSIGNS BUT WILL BE GIVEN A COMPANY AND PLATOON RADIO FREQUENCY.


PLAYER WEAPON ROLES

When you buy your ticket, you will be asked to select a role.
Sniper, DMR, and LMG roles may be limited to 10 each per faction.
All weapons must be replicas of modern weapons.

Sniper:
  1. Must use a single action bolt rifle. No semi automatic weapons allowed even with sniper delay.
  2. Must have an optic replicating a magnification power of 4 or greater.
  3. Magazines may not exceed a capacity of 75.
  4. No limit on how many magazines you can carry.
  5. Must carry a pistol or shotgun as a secondary.
  6. May not carry any AEG as a secondary.
DMR
  1. Uses DMR.
  2. Rifle must be a replica of a .556 caliber (or higher) semi automatic rifle and must be at least 35 inches in total length with a minimum barrel length of 18 inches.
  3. Must have an optic replicating a magnification power of 4 or greater.
  4. Magazines may not exceed a capacity of 100.
  5. No limit on how many magazines you can carry.
  6. Must carry a pistol or shotgun as a secondary.

LMG:
  1. Gun must be replicated after a military issued light, medium or heavy machine gun: No full auto M4’s.
  2. B.A.R’s are fine. R.P.K’s are fine.
  3. M27's are not.
  4. Box/drum magazine up to 3500 rounds.
  5. Allowed to use hi/mid cap rifle magazines.
  6. No limit to how many boxes or magazines you may carry.
  7. Must carry a pistol or shotgun as a secondary.
  8. May not carry any AEG as a secondary.
  9. Krytac LMG's DO NOT qualify. NO.
SMG:
  1. SMG style replicas.
  2. Cannot use M4 magazines. Don't ask. The answer is no.
  3. You cannot take a gun that normally uses M4 mags and use an SMG adapter.
Rifleman:
  1. This is pretty much everyone that isn't using a gun with an MED.
  2. May not have an optic with a power greater than 4x.
  3. Only class that may attach an M203 launcher.
  4. Magazines may not exceed a 250 bb capacity.
  5. No limit on how many magazines you may carry.



NIGHT GAME/CAMP OUT

2 June will be the free night game for all register Danger Zone players.
You may also camp in the parking lot for free.


EARLY CHECK IN

Whenever you want, you may drop your guns off at the Arms Room in Roseville to be chrono'd. Once you drop them off, we'll chrono them and keep them at the store until the event and you'll get it at Station 2 during check in. This will allow you to skip chrono because it would have been in our possession the entire time since you dropped it off.

You may also drop your guns off at Combat Zone and they'll bring them to the Arms Room.

On 2 June, you may knock out all of your check in stations and receive your wristband but this will require you to turn your guns in overnight so we can chrono and secure them. Otherwise, you can knock out all check in stations except chrono which you'll do Saturday morning.


GAME MAP

This is a rough draft.


TIMELINE OF EVENTS

8am check in and chono opens.
9am check in shuts down for safety brief.
9am safety brief. After safety brief, we resume check in for anyone who still needs it.
9:30am move to start point.
10am start game (at the latest)
12pm cease fire. Lunch break.
12:45pm move to spawn.
2pm continue game.
5pm end game. Raffle.




Date and Time
Sat, June 3, 2023, 8:00 AM -
Sat, June 3, 2023, 5:00 PM
PST
Location

Combat Zone Paintball and Airsoft

4444 Pacific Heights Road

Oroville, CA 95965

US

Get directions
Refund Policy

No refunds.

Refund Policy

No refunds.

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Combat Zone Paintball and Airsoft

4444 Pacific Heights Road, Oroville, CA 95965