If you're interested in being a Commander or Platoon Leader, read this
What's new for 2025?
1. "Pyramid" and "Truck/Satellite" being used for spawns instead of Pyramid and Dollhouse.
2. BBMC can now wear civilian clothing (Not Revenuers)
3. FRM will always have ingredients at their spawn point and brought back to their spawn point. Players will no longer be fighting over ingredients as they did in previous years.
4. Cook site will no longer be a single location.
5. Goldmines and cook sites are now the same thing. *see Gameplay*
6. Gold Mine checks are no longer automatic every 30 mins on the hour. *see Gameplay*
BACKSTORY
The peace between the Black Berry Mining Corporation (BBMC) and the Feather River Militia (FRM) started to deteriorate almost as quickly as it was formed. Local law enforcement started issuing warrants for the Feather River Militia members who'd taken part in what's being called a "mob attack."
In response to this, Feather River Militia elevated their violence by assassinating board members of the Black Berry Mining Corporation through the use of targeted bombings and ambushes.
Rumors are the Feather River Militia are planning to attack on the Grey Lodge forest which is where the Black Berry Mining Corporate office and security barracks is.
Yellow Rocks was created to be a more organized and structured event with a somewhat complex objective. It has been designed to place emphasis on positive identification of targets, teamwork, effective leadership, squad level light infantry tactics and mission completion.
We understand this event may not be for all players because we didn’t create it for all players.
GAMEPLAY
BLACK BERRY MINING CORPORATION (BBMC)
Capture and hold up to 5 Gold Mines. (GM)
For every 30 minutes BBMC holds a gold mine, they earn 10 gold coins.
FRM cannot earn gold this way but they can deny BBMC the ability to earn gold.
BBMC can receive a bonus of 1 point per gold bar at that GM when the time is up.
These gold bars must be at the GM when the timer starts.
Timer is started by the admin at the GM.
Gold mines have a 30 min cool down before they can be mined again.
BOUNTY HUNTING (BBMC ONLY)
There will be warrants for certain FRM individuals.
When that player has been shot, a Revenuer must be within arms length of the player and signal a ref to collect the bounty.
You can ONLY collect the bounty when the CDR says the warrant is active.
FEATHER RIVER MILITIA (FRM)
Only earns gold by making moonshine and bringing "the final product" back to their base.
Ingredients needed for moonshine.
These will be available at the FRM spawns.
If an ingredient is left unattended for an extended amount of time, admins or dead players will return it to the FRM spawn.
1 bag of “sugar”
2 stocks of corn
1 barrel of water
3 “bags of fruit”
There will be bags apples, blueberries and strawberries. (prop bags)
Take those ingredients to the cook site.
There are 5 cook sites in play.
After a cook site has been used, it cannot be used again for an hour after moonshine has been cooked or unless you use 2 total cook site. Whichever happens first.
Once those ingredients are at the cook site, admins will set a 15 min timer.
Once that 15 min timer is up, FRM must transport the moonshine back to their spawn.
If the BBMC take control of the cook site, the timer is gone.
FRM must recapture that point and start a new timer.
Ingredients will remain at that site for an extended amount of time to be determined by admins.
ONLY FRM Bootleggers can move the completed moonshine from the still to the base.
ANY FRM player may move ingredients.
There will be less ingredients on the field than last year to prevent staging/hoarding.
BBMC may not touch FRM props but they may deny access to their locations by securing the area surrounding them.
After you cook a successful batch, you must wait 20 mins before you can cook again.
All ingredients return to their site.
MARKET VALUE
3 bags of the same fruit (full batch) will give 100% of the market value.
2 bags of the same fruit but one different bag of fruit (2/3 batch) will give 66% of the market value (rounded up)
All 3 bags of fruit are different (1/3) will give 33% of the market value (rounded up)
Range Control will give the FRM commander pricing updates for which fruit is worth the most.
If the FRM is unable to secure enough fruit for a full batch (3 bags of the same fruit) they can at least get something made to get paid.
If you're not the Commander, you really don't need to worry about this.
COMMANDERS MAY SPEND POINTS ON:
DESTROY THE CONTRABAND:
For 30 points, either team can buy a bomb.
Only Revenuer's and Bootleggers may touch the bomb.
If detonated, that bomb can shut down an Gold Mine or Cook Site for one hour.
Bomb has a 20 min cool down.
If you get shot while carrying the bomb, the other team can use it for free.
If you don't use the bomb for 20 mins, the bomb goes back to range control AND you get hit with the 20 min cool down.
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.
You can use ONE if you'd like but you'll be walking back to respawn more.
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 may be available for purchase at the field the day of the event.
Real tourniquets are forbidden even if they've been modified. No exceptions. Don't ask.
Dead rag in red. 10x10 inches minimum.
Dead rags will be free with entry if you need one.
12oz water source on your person during play.
Pistol for Sniper/DMR/LMG classes.
FACTIONS/UNIFORM COLORS:
Contact us if you have questions.
Black Berry Mining Corp Security (BBMC):
MUST be long sleeves.
You may not wear anything that looks like FRM patterns/colors.
The one exception is Revenuers may wear blue tiger stripe.
Civilian tops allowed but not for REVENUER class.
BBMC pants must be faction colored IE You cannot wear an OCP top with M81 pants but you COULD wear an OCP top with grey pants.
Solid colors: Brown, tan, and grey.
Camo patterns: OCP, UCP, ABU, any tan based color like DCU or chocolate chip desert, etc.
Camo patterns don't have to be exclusively US. If you wanted to wear British desert camo, that's fine.
No gun restrictions as long as it's realistically replicated after a military/law enforcement issue firearm.
Revenuer:
A platoon within the BBMC.
First 10 players to sign up as Revenuers will receive a badge patch as well as an event patch.
Patterns:
Any blue based military or law enforcement style blouse, combat shirt or other uniform top.
Long or short sleeved work shirts are acceptable for this role such as Dickies or Carhartt work shirts.
Pattern examples can include but are not limited to LAPD blue, Type I, light/sky blue, blue tiger stripe, blue digital camo, solid black, black multicam, black scorpion, black kryptic, etc.
Must wear faction colored pants.
A black combat shirt with solid tan pants is perfectly fine.
If you are NOT a Revenuer, you may not wear their colors or patterns.
Feather River Militia (FRM):
You may not wear anything that looks like BBMC patterns/colors.
Solid colors: OD green.
Camo patterns:
Desert night, woodland M81 and it's variations such as kukla, British DPM, etc., ATACS, any kind of tiger stripe except blue and grey.
White winter camo as long as it's primarily white and not blue/grey is authorized.
Any European patterns that can't reasonably be confused with BBMC patterns such as berezka, leto, TAZ 83 flecktarn, Rhodesian brush stroke, etc.
No patterns with more than 25% grey, blue or black in them so they don't get confused with BBMC.
FRM may not wear blue tiger stripe. All other tiger stripe variations are allowed as long as they don't look similar to a BBMC color.
Civilian patterns:
Civilian hunting camo such as real tree and mossy oak is allowed.
Must be wearing a faction color/pattern long sleeved shirt.
Try to avoid anything that's primarily tan otherwise you may get shot by your own team.
No gun restrictions as long as it's realistically replicated after a military/law enforcement issue firearm.
No patterns that are primarily black, blue or grey such as M81 blue or blue tiger stripe.
No weapon restrictions as far as AK/M4's. As long as they're 20th century or later.
Bootleggers:
A platoon within the FRM.
Long sleeved flannel shirts except black, blue, and grey. Red flannels are authorized.
If you are NOT a Bootlegger, you may not wear flannel.
No gun restrictions as long as it's realistically replicated after a military/law enforcement issue firearm.
UNIFORM REGULATIONS:
No red headgear or head gear accessories.
Cold and wet weather gear must be faction colored.
If you're wearing a jacket, ensure your shirt underneath is faction colored.
Regardless of faction, minors may wear long sleeved tops that are faction colored such as long sleeve shirts and hoodies if they don’t have a military style top.
No other item or piece of equipment will act as a uniform item.
Bottoms must be long pants and cannot be the pattern/color of the opposing faction. IE BBMC can't wear M81 pants.
Equipment/gear does not need to be faction colors. EX: FRM may use multicam gear.
If you decide to wear ANY gear that’s not your faction's color or pattern, don’t cry about friendly fire.
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, pink and bright safety green/yellow. 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 or any kind of safety color.
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 my not exceed 250 bb capacity.
No winding, pull cord, or electric magazines (Except for LMG's)
All magazines must be passive spring powered (like midcaps.) (Except LMG's)
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 allowed.
No binary triggers for semi auto guns.
No melee kills allowed.
No shields.
6mm airsoft guns only. No blank fire. No Nerf or similar type.
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.
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 120.
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.
RPK16's, M27's, do NOT qualify.
Krytac LMG's and G&G LMG's are fine if you make them look more like a medium or heavy machine gun.
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 saying “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.
Magazine adapters are NOT ALLOWED.
Semi only.
No extended magazines.
Shotguns (gas, spring, HPA, etc:)
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:
No bang kills.
BB RULES:
All bb's must be biodegradable.
All bb's must have been purchased from the Airsoft Ministry, Arms Room, or Combat Zone.
You can pre order bb's when you buy your ticket.
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/MEDIC/RESPAWN RULES:
Every play can have up to two bandages.
No medic specific class.
Anyone can apply a bandage to their teammates.
You cannot apply bandages to opposing teammates.
For the purpose of this rule, a "MEDIC" refers to a fellow teammate.
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 be 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', they raise their hand and you intentionally shoot them again, that's overshooting.
Gun hits DO NOT count.
When a player gets shot they are considered to be WOUNDED. They must raise a free hand, announce, HIT, sit 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 a MEDIC or BUDDY AID.
Once the MEDIC arrives, the player will provide the MEDIC with one of their bandages or mock tourniquets. MEDIC will apply the bandage to either arm above the elbow and the player is alive again.
If a player goes 60 seconds without being treated by a MEDIC, they have “bled out” and must return to their Command Center, reset any bandages if needed and respawn.
Dead players CANNOT be moved.
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 DEAD player from being stepped on or tripped over.
Once a player has started walking back to respawn, they cannot be healed by a player.
Players may act out a death scene but it's not an active part of this event.
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.
Platoon Leaders (PL):
Designated by event admins or CDR.
In charge of their platoon.
Receive missions from CDR/XO and executes them.
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)
Designated by Platoon Leader.
In charge of their Squad.
Receive missions from PL and executes.
ALL COMMAND STAFF MAY CHOOSE THEIR OWN CALLSIGNS BUT WILL BE GIVEN A COMPANY AND PLATOON RADIO FREQUENCY.
GAME MAP
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)
Sometime between 1230-1pm, we break for lunch.
1 hour lunch. Raffle at the end. Resume play.
4pm end game.
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 sit down or take a knee.
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.
EYE PRO/FACE PRO
ALL PARTICIPANTS must wear full seal, ANSI Z87.1 eye protection.
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.
Mesh eye pro is not allowed unless you're wearing authorized eye pro underneath.
AGE RESTRICTIONS
We allow participants as young as 13 at this event.
Participants ages 13-15 must be accompanied by a parent or legal guardian that is also registered to play the event.
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 we suspect a player is under the influence of any substance to the point where it is adversely impacting the experience of others, that player may be asked to leave.