Normal online price: $64.98 ($60 plus 4.98 in fees)
Day of the event: $75.
If you buy your ticket within the first 2 weeks, you'll receive an additional raffle ticket for your choice of the MAIN or FACTION raffle.
Make you choice at check in the day of the event.
$50/60 ONLINE PRICE INCLUDES:
Free event patch.
Free Friday night game.
Free Friday night camping in the parking lot.
Free HPA fills for Friday, and Saturday.
Set up your own table at the Lunchtime Swap Meet.
2x Main raffle tickets.
New Continental Army raffle ticket. (NCA faction players only)
Motherland Force raffle ticket. (Motherland Forces faction players only)
Extra MAIN or FACTION raffle ticket if you register within the first two weeks of ticket sales.
Discord members who purchase this ticket also get an additional raffle ticket.
$15- HopUp only Sunday admission.
Sunday will not be attached to event lore. It will just be open public play.
Includes all day HPA air for Sunday.
Free Saturday night camping in the parking lot.
Does not include rental equipment.
Pending weather, public play on Sunday is subject to be cancelled.
Sunday public play will be open to both paintball and airsofters as airsoft will be all day Saturday.
Extra MAIN or FACTION raffle ticket for Saturday.
$75 DAY OF THE EVENT PRICE INCLUDES:
Free event patch.
Free Saturday night camping in the parking lot.
Free HPA fills for Saturday.
Main raffle ticket.
Walk ons DO NOT get a faction raffle ticket.
Rental equipment is not available of any kind for this event.
You and your friends must be completely self sufficient for guns and gear.
We will have batteries, magazines and possibly other smaller accessories for sale.
Enola Gaye and all other pre-orders will cease 4 November 2024 to ensure we can have them all shipped in time.
Enola Gaye and all other pre-order items products will be available for purchase at the field on a first come first served basis after pre-orders are issued.
Если у вас есть вопросы по чему-либо или вы что-то не понимаете, пожалуйста, напишите нам [email protected]
-More variety of camo allowed for NCA with new sub faction.
-Players will be squadded by the camouflage pattern they register with; all M81 players will be on the same squad/team, all MARPAT players will be on the same squad/team, etc.
-More objective focused missions.
-More game mechanics.
-Radio Tower and Mortar Pit are now part of the Control Point.
-SMG weapon class.
-Elite Force M3 MAAS Gustaf rocket launcher has been added as a game prop.
Only registered players will be granted access to the faction specific Facebook groups. Anyone may join the Discord for the field and event but the faction specific channels will only be made available to registered players.
After both sides suffered heavy casualties, the New American Congress feared they may not have enough Soldiers in the New Continental Army to fight back the Potat Regime's Motherland Forces and their Militshnikov with a seemingly endless supply of seat covers and bootleg DVD's of old Kung Fu movies.
When all hope seemed lost for the New American Congress, the newly formed European Global Security Organization came to their aid.
As the war against the Motherland Forces in Europe has come to a stand still, the Global Security Organization hopes to use the American campaign to push Motherland Forces to divert resources away from the European campaign and reinforce US based Motherland Forces.
Kill the enemy. Take control.
Homefront was created to be a more specific style of an airsoft event compared to what the average player receives during public play. It has been designed to place emphasis on positive identification of targets, teamwork, effective leadership and squad level light infantry tactics.
There will not be a winning or losing team. This is not a competition.
We understand this event may not be for all players because we didn’t create it for all players.
The uniform and equipment rules were specifically written to lean more on the military cosplay aspect of airsoft, faction structure and chain of command. If you do something against the orders of your chain of command, you will not be healed when hit and your experience could be adversely affected. If you're not prepared to play as a member of a team, please don't register because this might not be for you.
GAME PLAY
There will be 3 Control Points (CP)
CP 2 will be the Mortar Pit.
CP 3 will be the Radio Tower.
Faction will be awarded 10 points for every base held at the 30 minutes mark. (half and top of the hour)
Different missions will be assigned to different factions for various point values.
Mission examples will include but will not be limited to: assassinating command staff, controlling a CP, planting a bomb at a CP, and defusing a bomb at a CP.
There will also be a POW Camp that's not worth points for time like a CP but will be used for missions.
CONTROL POINT (CP): 3 available.
-10 points each for whoever has control on the 30 minute mark.
-If a PL, XO or CDR is present, it may become a Mobile Respawn.
CP 1:
-Worth 10 points every 30 mins.
MORTAR PIT (CP2): 1 available.
-Whoever controls this has the ability to send/receive fire missions.
-Platoon leader or higher must be present for this ability.
-Platoon leader or higher does NOT need to be present for points.
RADIO TOWER (CP3): 1 available.
-Whoever controls this has the ability to pick up occasional enemy transmissions to higher headquarters.
-Platoon leader must be in the immediate vicinity of the tower for this ability.
-Platoon leader does NOT need to be present for points.
-Enemy transmissions may include; troop movements, on-going missions, missions about to be briefed, POW information, mortar and chemical warfare attacks, and mobile respawn locations.
POW CAMP: 1 available.
-Not worth any points for capturing.
-Will be the subject for certain side missions.
.
Commanders may spend points on the following:
SCUD strike: 60 points.
Admin's send red smoke in a predesignated area. If that red smoke touches an enemy player, they're considered to be dead and must wait 30 seconds before respawning.
Cannot be healed by anyone.
Does not harm friendly forces.
1 hour cool down.
Mortar strike: 30 points.
Admins kills all opposing players in a specific area called in using 6 Line Call For Fire (see Check In and Format Google slide)
All players "killed" by mortars are considered to be dead and must wait 30 seconds before respawning.
Cannot be healed by anyone.
Mobile Respawn: 20 points.
Earns you an additional 5 points.
You can reset all your bandages here instead of going back to spawn.
When a faction controls a CP, the CDR can call Headquarters and request it become a mobile respawn.
You may only have 1 mobile respawn.
PL, XO, or CDR must be in the immediate vicinity of the mobile respawn at all times or it stops being a mobile respawn.
CDR must wait 20 mins before they can have another mobile respawn.
Mobile Respawns are not marked so the only way to know if you have a mobile respawn is to ask your chain of command.
Mobile respawns can be attacked.
MISSIONS TYPES:
Commanders will receive various types of missions from higher headquarters as well as direct their own forces as they see fit.
Rewards and possible time limits will be briefed when the mission is given.
Some missions may have penalties for failing to complete them.
Kill Cards: Each member of faction leadership will have a specific item on their person at all times. Each member of leadership will be worth different point values at different times.
If you identify an enemy who is supposed to have a KILLCARD, approach them while they're wounded and say "SEARCH" while being within one arms reach.
The player will then surrender this KILL CARD to you so you can turn it in to your COMMANDER and receive points.
If you get wounded while in possession of a KILL CARD, any opposing player may "SEARCH" you for it to prevent you from receiving points.
Live players may pass this card to other live players.
Wounded players cannot pass this card to any teammate until they've been healed.
Convoy attacks:
Higher headquarters will issue you an Elite Force M3 MAAS Gustaf rocket launcher with THREE rounds.
You will have to fire and hit either the truck at CP 3 or the Ambulance near CP1.
Loading and firing instructions can be found in the Check In and Format Guide.
CASEVAC Rescue:
A dummy will be placed in a specific point.
Players must take their stretcher to that point, load the dummy on the stretcher and carry it (minimum 2 person carry) back to spawn.
Attack/Defend Objectives:
Taking specific objectives when instructed to by higher headquarters will give you extra rewards.
Escort/Intercept:
Higher headquarters will give one team an object and they must take that object to a specific location.
Enemy forces may or may not have intelligence on that mission and may or may not move to ambush.
EYE PRO/FACE PRO
ALL PARTICIPANTS must wear full seal, ANSI Z87.1 eye protection. This is because of the higher FPS/joule allowance on certain guns.
Any player suspected of not conforming to this standard will be asked to verify the equipment is authorized or be ejected from the event without a refund.
Players 17 and younger must wear some kind of hard face protection such as a mesh mask. Cloth face protection such as shemagh’s, gaiter necks, and neoprene products are not authorized for minors.
Full face masks such as Dye i4/i5's and similar style masks are allowed.
MANDATORY PLAYER ITEMS
Authorized eye pro. (and face pro if the player is a minor)
Faction uniform top.
Up to TWO ACE style bandages at least 2 inches wide and 15 inches long.
Green/Orange True Aim arm bands will suffice if you don't want to use bandages.
Milsim West Tourniquets or other mock/training tourniquets can also be used.
Milsim West tourniquets will be available for purchase at the field the day of the event.
Real tourniquets are forbidden.
Dead rag in red. 10x10 inches minimum.
Dead rags will be free with entry if you need one.
12oz water source on your person or at your spawn during play.
Pistol for Sniper/DMR/LMG classes.
FACTIONS/UNIFORM COLORS:
NEW CONTINENTAL ARMY:
The NCA is the regular military force of the New American Congress.
MAY NOT use AK variation rifles such as but not limited to AK, RPK, SVD, PP19, etc.
If it takes an AK magazine, you can't use it.
If it reasonably looks like an AK, you can't use it.
All other gun types are fine; M4, P90, G36, Mac 10, FAL, SCAR, Type 95, etc.
OCP military tops only.
Must wear OCP bottoms also.
British OCP is fine. Camogrom is fine. As long as it looks like current U.S. OCP, it’s fine.
Ghillie suits may not have a significant amount of green or black.
They must be predominantly tan.
GLOBAL SECURITY ORGANIZATION
The GSO is a group of European military and constripted forces that are under the command of the New Continental Army.
Does NOT need to be a US pattern. British desert or AUSCAM desert is fine.
MAY NOT use AK variation rifles such as but not limited to AK, RPK, SVD, PP19, etc.
If it takes an AK magazine, you can't use it.
If it reasonably looks like an AK, you can't use it.
All other gun types are fine; M4, P90, G36, Mac 10, FAL, SCAR, Type 95, etc.
Military/tactical style tops only.
No civilian attire like DCU t-shirts or hoodies. Players 15 and younger are exempt from this.
Must wear long pants.
Pants must be faction colored or faction pattered.
Pants do not need to be the SAME as top.
DCU top with grey cargo pants are fine.
Gear color DOES NOT need to match but it's highly advised that you try to match your gear.
Ghillie suits may not have a significant amount of green or black.
They must be predominantly tan.
MOTHERLAND FORCES:
The MF is the regular military force of the Potat Regime.
MF MAY ONLY use AK's.
RUSSIAN PATTERNS ONLY.
All Russian patterns that cannot reasonably be confused with NCA.
No civilian attire like EMR t-shirts or hoodies.
Players 15 and younger are exempt from this.
Tops and bottoms MUST match. You cannot wear a partizan top with EMR bottoms.
Gear color DOES NOT need to match but it's highly advised that you try to match your gear.
Ghillie suits may not have a significant amount of tan.
They must be predominantly green or black.
MILITSHNIKOV:
The MIT is a group of conscripted/volunteer Americans that support and are under the command of the Motherland Forces.
Can use any gun any faction can use; M4, AK, G36, MP5, etc.
SOLID COLORS: Black, green or blue.
Patterns: woodland M81, jungle tiger and their variations. DNC.
Primarily black or blue patterns or any similar variations that don’t like like an NCA pattern.
Russian camo or other camo patterns are also allowed as long as they can’t be confused for NCA patterns.
May use M4's or AK's.
Civilian attire such as hoodies and shirts ARE allowed as long as they are faction colored and long sleeved.
Must wear long pants.
Pants must be faction colored or faction pattered.
Pants do not need to be the SAME as top.
You can wear a ratnik top with m81 bottoms if you wanted to.
Gear color DOES NOT need to match but it's highly advised that you try to match your gear.
Faction colored denim jeans are acceptable.
Ghillie suits may not have a significant amount of tan.
They must be predominantly green or black.
UNIFORM REGULATIONS:
Staff reserves the right to prohibit any uniform item which may conflict with the spirit of the event.
Joggers and sweat pants are not allowed for ANY faction.
Civilian hunting camo such as real tree and mossy oak is not authorized for ANY faction.
All tops must be long sleeved.
Only authorized pants are camouflaged/military uniform pants, jeans or cargo/tactical pants.
All participants must wear closed toed footwear. Military boots are not required but all footwear must be closed toed and appropriate for hiking/backpacking or trail walking. No Crocs.
Admin color is red and bright safety green/yellow.
Inclement weather gear such as rain jackets must be faction colored/patterned.
Inclement weather gear is encouraged to be of a tactical nature but it's not mandatory.
EQUIPMENT RULES:
Staff reserves the right to prohibit any item which may conflict with the spirit of the event.
No extended triggers.
No feathering. Thumb must be wrapped around the pistol grip while firing.
Factory style trigger guards are mandatory.
No drum magazines. (Except for LMG's)
Rifle/SMG magazines may not exceed 250 rounds.
Pistols must use standard capacity magazines.
No limit on how many magazines a player may carry.
You may bring Odin's and pre filled speed loaders on the field and/or keep them on your person.
HPA magazine adapters are NOT allowed.
No binary triggers for semi auto guns.
NO melee kills allowed.
No shields. No picking up field items and using them as shields.
6mm airsoft guns only. No blank fire. No Nerf or similar type.
Full face masks such as Dye i4/i5's are allowed and DO NOT need to be faction colored.
No homemade airsoft guns or launchers allowed.
GRENADES:
Enola Gaye smoke grenades MUST be pre-ordered with us. You MAY NOT bring outside smoke grenades at all.
EG67 grenades MUST be pre-ordered with us.
Grenades must have bb’s in them and those bb’s must hit players to count unless they are EG67's.
EG67's have a 10 foot kill radius unless the player was behind some kind of hard cover that would have reasonably protected them. If you're behind a bush and an EG67 goes off 10 feet away from you, ya dead kid. If you're inside a metal shipping container and a nade goes off outside it, you're alive.
Only shotgun shell style 203 rounds allowed. Commonly called “shower shells.”
No 40 Mike or similar style shell is allowed.
Green gas powered 203 shower shells may be fired from 0 MED.
Only airsoft bb’s may be fired at players. No chalk, foam or other projectiles are allowed.
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.
If it's a grenade that isn't powered by green gas, Co2 or a spring, it needs to be purchased through us.
For the "FORT" (CP2,) grandes DO NOT COUNT if they're not thrown through windows or doorways. Imagine the CP2 having an indestructible roof.
No homemade pyro or distraction devices are allowed.
FPS/RPS/MED RULES:
PLEASE report to the chrono station wearing your FACTION TOP.
All guns will be chrono’d with staff provided.32's.
Players will come to chrono station with an empty magazine for each gun needing to be chrono’d.
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.
We don't distinguish between HPA and non-HPA as far as FPS/joule limits.
Bolt action, single shot rifles (snipers):
451 FPS / 1.88j to 550 FPS / 2.8j. 100 foot MED. (will be tagged with an additional zip tie)
450 FPS / 1.87j and under 0 MED. You can register as a RIFLEMAN with this FPS.
Must use a single action bolt rifle. No semi automatic weapons allowed even with sniper delay.
Must have an optic replicating a magnification power of 4 or greater.
Magazines may not exceed a capacity of 75.
No limit on how many magazines you can carry.
Must carry a pistol or shotgun as a secondary.
DMR’s:
451 FPS / 1.87j. to 550 FPS / 2.8j 100 foot MED. (will be tagged with an additional zip tie)
450 FPS / 1.87j. 0 MED. Must still register as a DMR.
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.
Mock suppressors DO NOT count for the length.
Must have an optic replicating a magnification power of 4 or greater.
Magazines may not exceed a capacity of 100.
LMG’s:
401 FPS / 1.51j. to 475 FPS / 2.08j. 50 foot MED. 30 RPS. Full auto. (will be tagged with an additional zip tie)
400 FPS / 1.50j. 0 foot MED. 30 RPS. Full auto. Must register as an LMG.
Gun must be replicated after a military issued light, medium or heavy machine gun: No full auto M4’s.
Must be at least 31 inches in length when collapsed.
B.A.R’s are fine. R.P.K’s are fine.
Krytac LMG, RPK16's, M27's, G&G CM16 LMG, do NOT qualify.
If you have an RPK16 and you've modified it to be longer and look more like a traditional RPK than an RPK16, that's allowed.
Box/drum magazine up to 3500 rounds.
Allowed to use mid cap rifle magazines.
May not carry more than a 3500 BB load.
You can have a single 3500 round drum. You can have 2x 1750 drums. You cannot have 4x 1000 round drums.
Must carry a pistol or shotgun as a secondary.
No mini guns.
AEG:
400 FPS/1.5j. 0 MED. Semi only.
This is pretty much everyone that isn't using an LMG or a gun with an MED.
May not have an optic with a power greater than 4x.
Only class that may attach an M203 launcher.
Rifle magazines may not exceed a 250 bb capacity.
No limit on how many magazines you may carry.
Pistol not mandatory.
SMG:
329 FPS/1j 0 MED. May use short bursts. 25 RPS max.
A "short burst" is nothing longer than 2 seconds.
Say “double double with cheese, large fries” and that’s about 2 full seconds.
Must be a replica or hybrid/variation replica of a pistol caliber SMG.
Cannot use M4, AK or any other rifle style mags.
May not be longer than 28 inches from muzzle to the stock when fully extended.
Must chono at 330 FPS / 1 joule or lower.
AEG only.
May use short bursts. 25 RPS cap.
120 round magazine capacity.
May not have an optic with a power greater than 4x.
GBBR/GBBSMG:
400 FPS/1.5j. 0 MED. May use short bursts.
A "short burst" is nothing longer than 2 seconds.
Say “double double with cheese, large fries” and that’s about 2 full seconds.
Must be gas powered from the magazine.
GBBR/GBBSMG's with HPA magazine adapters are authorized.
1.5 joule limit.
Short bursts ok.
50 round magazine capacity.
Pistols in carbine kits are fine.
HPA:
400 FPS/1.5j. 0 MED. Semi only.
IF you're using an AK AND it's at least 32 inches from tip to stock AND you're using an AK magazine HPA adapter, you may run short bursts with 150 round magazines.
Pistols (gas or HPA:)
350 FPS/1.15j. 0 MED. Semi only.
“Pistols” may not use carbine kits.
That could make them a GBBSMG or GBBR.
Magazine adapters are NOT ALLOWED.
Semi only.
No extended magazines.
Shotguns:
350 FPS/1.15j. 0 MED. Nothing that fires more than 10 bb’s at once.
Slam firing is allowed however you will need to ensure you're not overshooting.
Melee:
No melee kills allowed.
No shields allowed.
BANG/SAFETY KILL RULES:
Bang/safety kills are optional and discouraged.
Players do not need to call a bang/safety kill.
BB RULES:
All bb's must be biodegradable.
Max BB weight for Snipers, DMR's, and LMG's is .45
Max BB weight for all others is .32
All guns at 1.5 joules or under may not use anything heavier than a .32
HIT CALLING/RESPAWN RULES:
Gun hits don't count.
Each player is allowed a maximum of TWO "bandages."
Any player may place THE FIRST BANDAGE on a teammate.
Only SQUAD MEDICS, PL's, XO's and CDR's may place THE SECOND BANDAGE on a teammate.
Limit 1 SQUAD MEDIC per SQUAD.
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.
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 and they raise their hand and you intentionally shoot them again, that's overshooting.
OPTION 1
When a player gets shot, 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.
The player may only call for BUDDY AID or MEDIC.
If you are laying down on your back or stomach and NOT holding your gun after you're hit, you do not need a dead rag. If you're dead but you look like you're in the prone shooting position, expect to be shot.
No faking being hit is allowed.
Once the teammate or medic arrives, the hit player will provide them with one of their bandages.
Teammate or medic will apply the bandage to either arm above the elbow and the player is alive again.
If the hit player goes 60 seconds without being treated, they must stand up, walk back to respawn, touch the tote and go back to playing.
You cannot be healed by anyone after 60 seconds have passed.
If you don't have your dead rag on while walking back to spawn, it's advise you hold your rifle over your shoulder so you don't look like your on patrol.
OPTION 2
When a player gets shot, they act out a 3 second dramatic death scene and lay on their back/
Sitting up and laying on your stomach is authorized but if you get shot while being dead, it's your fault.
You do NOT need a red rag with OPTION 2.
The player may only call for BUDDY AID or MEDIC.
No faking being hit is allowed.
Once the teammate or medic arrives, the hit player will provide them with one of their bandages.
Teammate or medic will apply the bandage to either arm above the elbow and the player is alive again.
If the hit player goes 30 seconds without being treated, they must stand up, walk back to respawn, touch the tote and go back to playing.
You cannot be healed by anyone after 30 seconds have passed.
If you don't have your dead rag on while walking back to spawn, it's advise you hold your rifle over your shoulder so you don't look like your on patrol.
If you acted out a 2 second dramatic death scene, you can wait 30 seconds before going back to respawn.
Once you get up and start walking back to spawn, you cannot be healed by any player.
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):
Designated by event admins.
In charge of everyone in their faction.
Receives missions from ADMINS and delegates tasks to XO and Platoon Leaders.
The main objective of the CDR is to ensure everyone in their faction has a great time by providing guidance, organization and structure along with coming up with the main battle plan for the beginning of the day, being able to adjust that plan as needed and ensuring PL's understand their objectives and are being as active in the game as possible. If CDR's see something that needs to be addressed with the event, they immediately contact Range Control.
CDR's will also be keeping an eye out for signs that a player is burning/stressing out and advising a little break.
The CDR will be playing the least but managing the most.
CDR's have a roughly 25/75 balance of playing and managing.
Executive Officer (XO):
Designated by event admins or CDR.
2nd in command.
Receives missions from CDR and delegates tasks to Platoon Leaders.
The main objective of the XO is to assist the CDR with command functions and assist Platoon Leaders. They're the middle manager. They can act as a stand-in CDR or PL, help CDR organize and manage in-game resources, or manage multiple platoons to control a section of the field.
Platoon Leaders:
Designated by event admins or CDR.
In charge of their platoon.
Receive missions from CDR and executes them.
Platoon leaders can designate Squad and Team leaders.
Similar to the CDR, the PL's role is to oversee all players assigned to them and ensure everyone is having a great time. PL's will ensure all SL's understand their objectives and are able to carry them out.
PL's have a roughly 50/50 balance of playing and managing.
PL's may also be called to be acting CDR while the CDR takes a potty break or gets in some sweet plastic bb fight.
Squad Leaders:
In charge of their Squad.
Receive missions from PL and executes.
SL's assist PL's by understanding what their mission is and briefing it to their squad. SL's then carry out the mission as directed and have a great time playing plastic bb war.
SL's have a roughly 75/25 balance of playing and managing.
COMMS/RADIOS:
417.000 is the ref/emergency channel.
Callsigns will be selected by faction commanders.
Radio freqs will be given about approx 3 weeks prior to the event in the CLASSIFIED BRIEFING.
Event staff will provide a frequency for the command net and individual platoon nets.
Squads and teams are encouraged to come up with their own frequencies however if they interfere with pre-existing event frequencies, you'll have to change them.
James will be able to pre-program most Baofeng radios at the Faction Check In stations.
GAME MAP
EMERGENCY/INJURY PROTOCOL
In the event of a real emergency or serious injury, someone will call a CEASE FIRE. When admins hear this, they will blow their whistle 3 times in 3 bursts while yelling CEASE FIRE.
CEASE FIRE will only be used for REAL WORLD emergencies.
All players will repeat “CEASE FIRE” three times as loud as they can while giving the hand signal.
Any player with a radio will also put the CEASE FIRE over the radio and attempt to inform their chain of command.
After a player announces CEASE FIRE, they will remove their magazines from all their guns and remain in place.
Once it has been deemed safe by RANGE CONTROL to resume normal play, RANGE CONTROL will give a 10 second countdown followed by a long whistle blow, then give the command GAME ON over the radio and normal play will resume. When players hear the whistle, they will announce GAME ON and continue playing.
When we have completed playing, the whistle will be blown by admins, the command “ENDEX” will be given over the radio and verbally. All players who hear this will repeat the command as loudly as possible, immediately remove all magazines and head to the main entrance.
Before we start playing, CEASE FIRE and ENDEX will be practiced twice.
PLAYER CONDUCT
Don’t be a dick. If you act like a dick, we reserve the right to kick you out without a refund.
If you need to ask what constitutes being a dick, please don’t register.
AGE RESTRICTIONS
No one younger than 13 is permitted.
Participants younger than 15 must be accompanied by a parent or legal guardian who must remain at the field for the duration of the event. They don't have to be playing, they just need to be at the field.
While we allow minors to attend, our events are designed for a mature audience and require a level of self-control and respect not typically found in minors.
Please consider this before signing up or registering a minor as it can negatively affect your experience and the experience of those around you.
ALCOHOL/DRUGS
If any event admin or staff members believes by smell, behavior or otherwise that you are under the influence of any substance, you may be ejected from the event without a refund.
DRONE USAGE
The use of "drones" for gameplay purposes is forbidden.
If a ref believes a drone is being flown for the purpose of giving a player an advantage in the game, that ref will encourage players to shoot the drone down.
If you would like to use your drone for content capturing purposes, it must be pre-approved by emailing [email protected]
You may not fly your drone until it has been cleared by game admins so we can notify commanders that a content capturing drone is in the air. We may also have a ref follow you to ensure you aren't relaying information to players.
TIMELINE OF EVENTS
FRIDAY
6pm-11pm: Early check in and chrono.
You can get your wristband, all your pre-ordered items and get chrono'd.
If you lose your wristband, you will have to wait in line Saturday morning and repeat the process.
6pm-11pm: Friday night fights. (CZ night game)
SATURDAY
8am check in and chono opens.
9:30am safety brief (at the latest)
If you show up after we start the safety briefing, you will have to wait until after the briefing to check in.
10am move to start point.
10:30am First iteration. Start game (at the latest)