After the Big Fire during World War 3 in 2077, the United States fell into a state of anarchy. Various warlords and factions control different regions of the country.
The Big 3 are the Vault Dwellers, Brotherhood, and New California Republic.
The Big 3 all have the same goal; fight for power by securing the remaining nuclear bombs. What they don’t know is VaultTek, the secret supreme rulers of the world, have a surprise for all three factions.
Game will consist of 4 storyline missions with side missions scattered in there followed by an all out single elimination team deathmatch at the end of the day.
In between storyline missions, factions are encouraged to find and secure items to earn bottlecaps to purchase support items and weapons to aid them in completing storyline missions.
Fight all you want for riches and glory, for in the end....it probably won't even matter.
GAME PLAY
There are 3 Vaults on the field; 31, 32, 33.
All the missions will be focused on these Vaults.
The main way to earn “bottle caps” is to find Vault Tec items and other in game items and take them to a Vault you control for 30 mins.
Once you start your 30 mins, you cannot add items to it. The items you start the 30 mins with are the items you get points for.
When your 30 mins is up, you’re awarded bottle caps and a new 30 mins starts so you can earn more bottle caps.
No cooldown timers. Once you 30 mins ends, you can immediately start a new one.
ALL GAME ITEMS are forbidden from being taken to a factions respawn.
VAULT 31: Roads (top of the field)
VAULT 32: Fort (middle of the field)
VAULT 33: Hyperball (by the main net)
VAULT TECH (VT): 20 bottle caps each for every 30mins you have them at a Vault
Water Chip
STORY ITEMS (SI): Worth various bottle caps as they will be part of the "Main Story."
These quests will be given throughout the course of the event.
They may be assigned to specific factions without anyone knowing.
They may be assigned to specific factions with everyone knowing.
They may be assigned to all factions.
The Head
Blue Substance
The Box
Fusion Core
BONUS ITEMS (BI): 10 bottle caps eachKinda like extra credit. When a STORY ITEM quest has been completed, that item is now a BONUS ITEM.
Nuka Cola (3 items total)
The Body
IN GAME ECONOMY
Factions can give other factions specific amounts of Bottle Caps by informing game admins who will take your proposal to the factions Commander.
Could you buy the allegiance of a faction for a mission? Maybe.
Could you take their money and betray them for more money? Maybe.
Will lots of deals be made Friday night in the parking lot? Maybe.
NUCLEAR ARMAGEDDON
Last "MISSION" will be the (approximate) last 30 mins of the game where there are NO respawns and if you get hit, you walk off the field. Admins will be throwing red smoke at random.
Commanders may spend points on the following:
Radioactive Gas: 80 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 walk back to respawn.
Does not harm friendly forces.
1 hour cool down.
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.
12oz water source on your person or at your spawn during play.
Pistol for Sniper/DMR/LMG classes.
Dead/red rags are OPTIONAL but encouraged. We will not be selling or providing these.
FACTIONS/UNIFORM COLORS:
VAULT DWELLERS:
COLORS/PATTERNS
Anything primarily black or blue.
MUST be long sleeved.
Military style tops not mandatory.
MUST wear long pants that are faction colored.
Blue jeans are considered "faction colored."
NEW CALIFORNIA REPUBLIC:
COLORS/PATTERNS
Anything primarily GREEN
MUST be long sleeved.
Military style tops not mandatory.
MUST wear long pants that are faction colored.
THE BROTHERHOOD:
COLORS/PATTERNS
Anything primarily tan or brown.
MUST be long sleeved.
Military style tops not mandatory.
MUST wear long pants that are faction colored.
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.
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.
Extended triggers are allowed.
Factory style trigger guards are not mandatory.
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.
Midcaps only. See weapon/FPS rules for details. Rentals are exempt from this.
HPA magazine adapters are allowed.
No binary triggers for semi auto guns.
Shields can ONLY be used with melee weapons.
No using field items as mobile shields.
Melee weapons can only be foam or rubber. No wood. No hard plastic.
6mm airsoft guns only. No blank fire. No Nerf or similar type.
GRENADES:
Enola Gaye pyro may only be bought at the field.
We are waiting to see how dry the field is before we authorize pyro.
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 15 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 15 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. Propane is not allowed for this.
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.
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.
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, G&G CM16 LMG, are fine.
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.
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.
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:
Melee kills and shield allowed.
Shields can ONLY be used with melee weapons.
No using field items as mobile shields.
Melee weapons can only be foam or rubber. No wood. No hard plastic.
A melee kill may only be a "tapping" with the SIDE of a melee weapon.
No stabs or thrusts allowed.
No 2 handed swings allowed.
A melee kill is ANYWHERE on the players body with the melee weapon except the head and groin.
No head and groin shots are allowed.
Shields must have a handle.
Dimensions of shield can not exceed 19" x 35.5.
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:
If you get shot anywhere on your person:
RAISE YOUR HAND.
ANNOUNCE HIT.
PLACE RED RAG ON YOUR HEAD. (if you have one)
Walk back to respawn.
Touch the tote.
Go back to playing.
Gun hits don’t count.
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.
Squad 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.
COMMS/RADIOS:
Callsigns will be selected by faction commanders.
Radio freqs will be given about approx 3 weeks prior to the event in the CLASSIFIED BRIEFING.
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)