Date and Time
Sat, November 18, 2023, 8:00 AM -
Sat, November 18, 2023, 4:00 PM
PST
Location

Combat Zone Paintball & Airsoft

4444 Pacific Heights Road

Oroville, CA 95965

US

Get directions

About This Event

Tickets drop 28 Sep.
28 Sept - 12 Oct -$43.77 ($40 plus $3.77 in fees)
13 Oct - 15 Nov - $54.38 ($50 plus 4.38 in fees)
Day of the event: $70.
Price includes free Friday night game and Friday night camping in the parking lot.

Rentals are not available for this event.

Enola Gaye and all other pre-orders will cease 8 November 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.


==WHAT'S NEW THIS YEAR?==
-Medic water respawn rules similar to Milsim West.
-3 total factions you can join (2 are on the same team)
-More objective focused missions.
-More game mechanics.


If you have any questions, feel free to check out our Discord server https://discord.com/invite/eJUfRcSQad

Rules video

For picture explanations and a schedule of everything, check out our...

Check In and Format Guide

EVENT ROSTER BELOW

Field waiver here (if you've never been to the field)

Motherland Forces/Militishnikov Facebook group https://www.facebook.com/groups/2103515223184678

New Continental Army Facebook group

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.

You can also email us directly at [email protected]
If you're a Facebook user, make sure you're following our Facebook page. https://www.facebook.com/czpaintballpark
If you're on Instagram, follow us https://www.instagram.com/czpaintball

UPDATES
21Sep: Modified Millitshnikov uniform rules. Russian camo bottoms are fine but no Russian camo tops.

BACKSTORY

After the 1st INF pushed the 345th PPD out of California, another short civil war ensued between the New American Congress and American citizens sympathetic to the Motherland Forces. These citizens call themselves the MILITSHNIKOV.
Despite this, the New American Congress was successful in crushing this rebellion but at the cost of the remaining 1st INF Soldiers forces being completely destroyed. Recently, the New American Congress has activated a new domestic security force named the New Continental Army.
As the New American Congress becomes a lot like the old one, MILITSHNIKOV forces are gaining increased popularity and favor with the Motherland Forces who provide weapons, training and various resources like seat covers and bootleg DVD's of old Kung Fu movies. In attempt to overthrow the New American Congress (who have dubbed seat covers and old Kung Fu movies as un-American) Motherland Forces are deploying regular army personnel to assist with the second Battle of Feather River and attempt to take northern California away from the New American Congress.
Kill the enemy. Take control.

Homefront was created to be a more immersive style military force on force event with a simple objective. 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 Patrol Bases (PB)
  • Faction will be awarded 10 points for every base held at the 30 minutes mark. (half and top of the hour)
  • There will be 1 Radio Tower. Faction will be awarded 5 points for every 30 minutes held.
  • There will be 1 Mortar pit. Faction will be awarded 5 points for every 30 minutes held.
  • 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 PB, planting a bomb at a PB, and defusing a bomb at a PB.
PATROL BASE: 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.

RADIO TOWER: 1 available.
-5 points each for whoever has control on the 30 minute mark.
-Whoever controls this has the ability to occasional pick up 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.

MORTAR PIT: 1 available.
-5 points each for whoever has control on the 30 minute mark.
-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.

MEDIC WATER:
-See MEDIC RULES for how they impact respawns.
-All MEDIC WATER outside of the main base can be captured.
-If an enemy player is "wounded" you may be within arms reach and say SEARCH. If they have any MEDIC WATERS, the wounded player must give them up.
-No physical touching will happen during searches.
-This is the only item that can be surrendered.
-Platoon Medics may carry up to 10 MEDIC WATERS on their person.
-Platoon leaders and higher may carry up to 3 MEDIC WATERS on their person.
-No other player may carry MEDIC WATER unless they are transporting an unopened case of MEDIC WATERS.

Commanders may spend points on the following:
  • Chemical warfare: 80 points.
  • Admin's send red smoke in a predesignated area. If that red smoke touches an enemy player, they're "dead" and must respawn. Does not harm friendly forces.
  • See MEDIC RULES for what to do when "dead."

  • Mortar strike: 20 points per round. Admins kills all opposing players in a specific area called in using 6 Line Call For Fire (see Check In and Format Goole slide)
  • All players "killed" by mortars are considered "dead."
  • See MEDIC RULES for what to do when "dead."
  • 3 rounds max.
  • Each round has a 30 min cool down.

  • Case of Medic Water (40 bottles): 20 points.
  • Can be sent to main spawn or a Mobile Respawn.

  • Mobile Respawn: 20 points.
  • You can find and drink Medic Water's here and/or reset all your bandages.
  • When a faction controls a PB, 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.

POW Rescue:
  1. If a decent amount of players are "dead", Ref’s may have some of them report to one of the enemy controlled PB’s for a short time or until their team rescues them.
  2. If they go the full time in captivity, their faction will be rewarded and the POW's sent back to their CDR to be revived.
  3. Expect players that have been "killed" by mortars to be taken as POW's.
  4. All POW's keep their gear on them and will be escorted to the POW camp by field admins.
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.


EMERGENCY/INJURY PROTOCOL

  1. 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.
  2. CEASE FIRE will only be used for REAL WORLD emergencies.
  3. All players will repeat “CEASE FIRE” three times as loud as they can while giving the hand signal.
  4. Any player with a radio will also put the CEASE FIRE over the radio and attempt to inform their chain of command.
  5. After a player announces CEASE FIRE, they will remove their magazines from all their guns and remain in place.
  6. 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.
  7. 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.
  8. 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

  1. ALL PARTICIPANTS must wear full seal, ANSI Z87.1 eye protection. This is because of the higher FPS/joule allowance on certain guns.
  2. 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.
  3. 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.
  4. Full face masks such as Dye i4/i5's and similar style masks are allowed.


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.


MANDATORY PLAYER ITEMS

  1. Authorized eye pro. (and face pro if the player is a minor)
  2. Faction uniform top.
  3. Up to TWO ACE style bandages at least 2 inches wide and 15 inches long.
  4. Green/Orange True Aim arm bands will suffice if you don't want to use bandages.
  5. Milsim West Tourniquets or other mock/training tourniquets can also be used.
  6. Milsim West tourniquets will be available for purchase at the field the day of the event.
  7. Real tourniquets are forbidden.
  8. Dead rag in red. 10x10 inches minimum.
  9. Dead rags will be free with entry if you need one.
  10. 12oz water source on your person during play.
  11. Pistol for Sniper/DMR/LMG classes.


FACTIONS/UNIFORM COLORS:


NEW CONTINENTIAL ARMY:

MAY NOT use AK variation rifles such as but not limited to AK, RPK, SVD, PP19, etc.
Generally speaking, if it takes an AK magazine, you can't use it.
All other gun types are fine; M4, P90, G36, Mac 10, FAL, SCAR, Type 95, etc.

Patterns are limited to modern AMERICAN military patterns such as…
Multicam, AOR 1/Type 2, AOR 2/Type 3, DCU, MARPAT, chocolate chip, desert night camo, etc.

M81, jungle tiger stripe and UCP/ABU are not authorized for this faction.

Authorized solid colors are solid green, tan and brown.

These must be the American military variations of patterns. For instance, you can wear American DCU but not something like Australian DPCU (Australian desert camo.)

PLEASE KEEP IN MIND the purpose of you wearing specific patterns is to be EASILY identified by your teammates. You CAN wear USMC Mitchell since it IS a US pattern BBBUUUUUTTTTT 98% of your teammates will have absolutely NO IDEA what that is and will most likely shoot you because of it.
Remember, you're a member of a team. You CAN wear something "unique" but is that going to cause confusion?





MOTHERLAND FORCES:

MF MAY NOT use M4's.
Camogrom IS NOT allowed.
No camo patterns that could reasonably be confused for NCA patterns.
All Russian patterns that cannot reasonably be confused with NCA.
RUSSIAN PATTERNS ONLY.




MILITSHNIKOV: (militia)

Woodland M81 and its variations from other countries like Kukla, S2000 and Jietai.
May wear camo patterns not covered in MF or NCA such as Rhodesian brush stroke or Taz 83.
Black and blue patterns such as solid black and black multicam or LAPD solid blue are authorized.
Blue M81 and it's variations are allowed.
UCP and ABU are authorized.
May use M4's or AK's.
Russian camo PANTS are fine but not Russian camo tops so if you wanted to wear an M81 top with partizan bottoms, that's ok.




UNIFORM REGULATIONS:

Staff reserves the right to prohibit any uniform item which may conflict with the spirit of the event.
  1. Faction uniform item for NCA and MF will be a MILITARY STYLE BLOUSE OR COMBAT SHIRT.
  2. See Rule 6 for minor player exemption.
  3. Civilian attire is allowed ONLY for Militshnikov IE black hoodies or M81 shirts.
  4. NCA and MF: Hoodies don’t count. Sweaters don’t count.
  5. You will not be allowed to participate if you break this rule and you will not be refunded.
  6. Minors on any faction may wear long sleeved tops/shirts that are faction colored such as long sleeve shirts and sweaters if they don’t have a military style top. Parents/guardians must still wear a military style top.
  7. No other item or piece of equipment will act as a uniform item.
  8. NCA is encouraged to have matching top and bottom.
  9. Bottoms must be long pants.
  10. Militshnikov may wear carpenter/construction style jeans.
  11. Joggers and sweat pants are not allowed for ANY faction.
  12. Civilian hunting camo such as real tree and mossy oak is not authorized for ANY faction.
  13. Only authorized pants are camouflaged/military uniform pants, jeans or cargo/tactical pants.
  14. Equipment/gear does not need to be faction colors.
  15. If you decide to wear ANY gear that’s not your faction's color or pattern, don’t cry about friendly fire.
  16. 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.
  17. Admin color is red 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.
  18. Inclement weather gear such as rain jackets must be faction colored/patterned.
  19. Inclement weather gear is encouraged to be of a tactical nature.


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 rounds.
  6. Pistols must use standard capacity magazines.
  7. No limit on how many magazines a player may carry.
  8. You may bring Odin's and pre filled speed loaders on the field and/or keep them on your person.
  9. HPA magazine adapters are NOT allowed.
  10. No binary triggers for semi auto guns.
  11. Melee kills allowed.
  12. No shields. No picking up field items and using them as shields.
  13. 6mm airsoft guns only. No blank fire. No Nerf or similar type.


GRENADES:

  1. Enola Gaye smoke grenades MUST be pre-ordered with us. You MAY NOT bring outside smoke grenades at all.
  2. EG67 grenades MUST be pre-ordered with us.
  3. Grenades must have bb’s in them and those bb’s must hit players to count unless they are EG67's.
  4. 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.
  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.
  10. 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): 15 Sniper/DMR's per faction.
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.

DMR’s: 15 Sniper/DMR's per faction.
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.

LMG’s: Limit 10 per faction.
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.

AEG:
400 FPS/1.5j. 0 MED. Semi only.
329 FPS/1j 0 MED. May use short bursts. 25 RPS max.

GBBR/GBBSMG:
400 FPS/1.5j. 0 MED. May use short bursts.

HPA:
400 FPS/1.5j. 0 MED. Semi only.

Pistols: CANNOT use HPA M4 adapters such as the Primary, Monk's or Tapp's.
350 FPS/1.15j. 0 MED. Semi only.

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:
No melee kills 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/MEDIC/RESPAWN/MEDIC WATER RULES:

  1. Gun hits don't count.
  2. Any player may place a bandage on a "wounded" player on their faction.
  3. Some players may be SQUAD MEDICS who may carry up to 10 MEDIC WATERS.
  4. After a player has drank a Medic Water, they should give the empty bottle back to the Medic so we keep the field clean.
  5. Factions will start with a LIMITED AMOUNT of medic water. They must complete missions, capture objectives, loot wounded/dead players or use points for more medic waters.
  6. Limit 1 SQUAD MEDIC per SQUAD.
  7. All Platoon Leaders, XO's and CDR's are also Squad Medics.
  8. Players may not carry medic waters but may carry personal water for drinking.
  9. 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.
  10. 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.

  1. 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. You will bleed out and "die" in 60 seconds if you don't get treated.
  2. 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.
  3. 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 as needed and respawn. This additional 30 seconds is called "Dead Time."
  4. During this 30 seconds, a SQUAD MEDIC can give you a MEDIC WATER and you can reset your bandages where you're at and get back to playing.
  5. If you acted out a 3 second dramatic death scene, you can just go back to spawn without waiting the additional 30 seconds.
  6. While walking back to spawn, any Squad Medic can give you a medic water. You can reset your bandages and go back to pewpew.
  7. 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.
  8. Medic Waters are ONLY allowed to be issued AFTER a player is "DEAD." Wounded players MAY NOT receive Medic Waters.

…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 an additional 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 and ignore the additional 30 seconds.
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 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):
  1. Designated by event admins or CDR.
  2. 2nd in command.
  3. 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: 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.
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:
  1. Designated by Platoon Leader.
  2. In charge of their Squad.
  3. 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:

Callsigns will be selected by faction commanders.
Radio freqs will be given about approx 2 weeks prior to the event.


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.
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.
Squad Designated Marksman (SDM):
  1. Uses DMR.
  2. Rifle must be a replica of a 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. Krytac LMG does NOT qualify.
Rifleman:
  1. This is pretty much everyone that isn't using an LMG or 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. Rifle magazines may not exceed a 250 bb capacity.
  5. No limit on how many magazines you may carry.
  6. Pistol not mandatory.

GAME MAP



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)
1pm cease fire. Lunch break.
2pm move to spawn.
2:10pm Second iteration. Continue game.
4pm end day game. Raffle.
Date and Time
Sat, November 18, 2023, 8:00 AM -
Sat, November 18, 2023, 4:00 PM
PST
Location

Combat Zone Paintball & 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 & Airsoft

4444 Pacific Heights Road, Oroville, CA 95965