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STORY LINE:     After the DEA eliminated the heads of the Cartels, Del Norte and Del sur have temporarily united to fight the DEA and win back California to take back control of drug trafficking. The DEA has not only successfully been able to control all main trafficking routes, but they have also taken control of the main Chemist and control of stash houses throughout the state...... (continue below)

MISSION STORY: While the DEA has established strong check-points through the main trafficking routes, they have also manage to find the cartels main chemist that has been hiding out. While the DEA planned to retrieve the chemist and his chemicals (vials), the cartels have united under the power of acting Don Shandon to bring a war on against the DEA. The cartel Don has planned to get the chemist and move him along while planning a simultaneous attack on the THREE main DEA check points......

​​​Day 1:10:30am – 12:00pm Day 1 part 1:

CARTEL:

  1. Locate the Chemist and return him to lab (lab will be marked), keep chemist safe for entire 

    mission.
  2. Locate the chemicals vials and return to the lab, maintain vial in lab for duration of mission

    .
  3. Locate the THREE yellow explosive boxes and place them at DEA check points (marked with cones), turn on strobe on box to arm (strobe must stay on for points)

DEA:

  1. Locate the Chemist and return him to HQ (HQ will be marked), keep chemist safe for entire 

    mission.
  2. Locate the chemicals vials and return to the HQ, maintain vial at HQ for duration of mission

    .
  3. Defend checkpoints, If yellow box has been placed you can turn off strobe and defend, box must stay at check point once placed by cartel (strobe must stay off for points)

BREAK / LUNCH : 12:00pm - 1:15pm + 15 min to get to field

MISSION STORY: After the attack on the check points and the fight for the chemist, the cartel wanted to take back their stash houses and any money or drugs left behind in them by the DEA.

 ​​​Day 1:1:30pm – 3:00pm Day 1 part 2:

CARTEL:

  1. Locate the THREE light up flag stations activate BOTH Red & Blue lights (red + blue light must be with yellow light off for points)

    .
  2. Team will have Blue Duffle Bags that must stay on field of play with players. cartel will locate any money and drugs and give to players with duffle bags to hold. if player with duffle is shot they must drop bag where at before running to respawn. any teammate can grab and carry bag. If DEA gets to dropped bag they can remove any items from it and take to their bag.

DEA:

  1. Locate the THREE light up flag stations activate ONLY the Yellow light (red and blue light must be off and yellow must stay on at end for points)

  2. Team will have Red Duffle Bags that must stay on field of play with players. DEA will locate any money and drugs and give to players with duffle bags to hold. if player with duffle is shot they must drop bag where at before running to respawn. any teammate can grab and carry bag. If Cartel gets to dropped bag they can remove any items from it and take to their bag.

BREAK : 3:00pm - 3:30pm + 15 min to get to field

​​​Day 1: 3:45pm – 4:30pm: FREE FOR ALL BLOODBATH (NO POINTS)

  1. Any players that still want to play and shot paint we will set sides and go back out for a bloodbath game.

MISSION STORY: Now after a hard day of battles and counter attacks for Power of CA, we have reached a final stand. With an all out war the DEA and Cartel are fighting for it all.

 ​​​Day 2:10:30am – 12:00pm Day 2 Part 1:

CARTEL:

  1. Locate the ONE flag station at the 50 and hold keep RED and Blue lights on

  2. Get to DEA HQ ( at DEA 45) and set off the smoke

DEA:

  1. Locate the ONE flag station at the 50 and hold keep ONLY the Yellow light on

  2. Get to Cartel LAB ( at Cartel 45) and set off the smoke

BREAK:12:00pm - 12:30pm

 ​​​Day 2:12:30pm - 12:45pm Day 2 Winner Announcement and Awards

​​​Day 1: 1:00pm – 4:00pm: FREE PLAY WALK ONS OR START A MFOG GROUP

EVENT RULES

General Safety

  1. Players must observe common-sense safety regarding their surroundings. This includes the natural and man-made terrain of the paintball field, and your generals conduct at the facility.

  2. Safety and sportsmanship are enforced through a "3-strike" system. Each violation of the rules below result in strikes against the player.

  3. Players must conduct themselves with sportsmanship and respect in all areas of the park, especially around children. 

Goggle Safety

  1. Approved paintball safety goggles will be always worn while in the Play Area and in Chrono area.

  2. Goggles must be worn going to or leaving the Playing Area within 100 feet.

  3. Goggles will be worn at any time when a barrel-blocking device is not present on an assembled paintball gun. (See below)

  4. Goggles must be in contact with the face and properly secured to be considered "worn."

  5. Goggles must meet all appropriate field insurance and safety rules.

  6. Players violating goggle safety rules will receive 2 strikes. A second violation will result in expulsion from the game and possibly the facility.

  7. Goggle on Zones are the Playing Area and any area between the Playing Area and the Staging area.

  8. If you are within 100 feet of the Playing Area make sure your mask is on. Watch for "MASK ON" signs.

Paintball Marker Safety

  1. All Marking devices must be manufactured for the game of paintball and only shoot .68cal, .50cal and/or .43cal paintballs.

  2. Paintball Markers will always have a barrel blocking device in use while not actively engaged in the Play Area or Choreographing/Testing Tent.

  3. A paintball marker is considered "assembled" when it is connected to a compressed gas source, or has a loader attached.

  4. MARKERS will be chronograph at 285 feet per second

  5. Pistols chrono speed is 300 fps. (43 cal. Factory setting ok)

  6. MARKER will be re-choreographed periodically during the day and after all bottle changes or maintenance that may affect speed.

  7. MAGFED MARKERS ONLY ( MagFed feed attachment is APPROVED)

  8. No tools that might adjust velocity are allowed in the Playing Area. This includes, but is not limited to: Allen wrenches, pliers, open-ended wrenches, and screwdrivers.

  9. Players are responsible for the safe operation of their paintball gun.

  10. Players may not "blind fire" i.e. shoot their gun without being able to see the impact of their fire.

  11. Players must control their own rate of fire. "Overshooting" is considered more than 3 consecutive hits from a single gun on a player.

Misc. Basic Rules

  1. A waiver MUST be read and correctly filled out by everyone on the property.

  2. No climbing trees, moving bunkers, sandbags, or other structures.

  3. Player’s clothing/Equipment may be any pattern or solid color as long as those colors are not the same as the other teams color, Red team players shell Not wear Blue and Vice versa.

  4. Unsportsmanlike like conduct, cheating, physical contact, or other violations of the rules will not be tolerated.

  5. All Referees direction will be followed. Players are here to play; refs are here to ref. The rules are for the safety of everyone. Do not argue with the Referees. All referees will be wearing appropriate ref jersey.

  6. United MagFed League (UMFL) and Big Bang Paintball, reserves the right to eject and remove anyone from the game and property without refund for any reason

  7. No shooting referees, photographers or UMFL Staff.

Staging Areas

  1. Parking area is the Staging Area.

  2. Staging Area is out of play.

  3. Barrel blocking device in place in this Area.

  4. No shooting or dry firing allowed.

Play Area

  1. The play area boundary will be clearly identifiable.

  2. Boundaries will be marked

  3. Any player breaking the plane of a field boundary is eliminated.

  4. Players may only shoot across a boundary if the paintball is landing back in bounds.

  5. Only participating players, staff, and staff-approved personnel may be present in the Play Area.

  6. Personnel may not communicate across the Play Area boundary once eliminated “Dead Men Don’t Talk”

Hits

  1. A player is hit when they receive a mark from direct contact with a paintball that has broken on their person

  2. Hit count on holstered guns, goggles and anything else a player is carrying or wearing.

  3. In the case of "Friendly Fire" the shooter is automatically eliminated. The player shot can then clean off hit and continue playing.

  4. Bounce balls and non breaks do not count as hits

Neutral

  • Players are neutral in the following cases:

    • When the player is eliminated.

    • While under a referee's paint check.

  1. Neutral players should raise a hand or gun above their shoulders for the duration of their neutrality, when a players is in a paint check the referee will hold up his or her hand to signal the player is neutral.

  2. Neutral players may not be fired on.

  3. Neutral players may not communicate with another player in any other way, including speech, radio use, hand signals, etc. A neutral player may communicate with a referee at any time.

  4. Other players may not use a neutral player for cover or disruption of the game.

Surrender

  1. A player who has approached within 10 feet of another and who has an unobstructed, "no-miss" shot should offer a surrender. The opposing player cannot be actively engaging the player offering the surrender for this condition to exist.

  2. The player offering surrender should loudly announce the surrender so the opposing player can hear the call.

  3. If the opposing player does not respond in 3 seconds, the offering player may shoot the opposing player.

  4. If, at any time, the opposing player moves without first announcing "Hit!" the player offering surrender may shoot the opposing player.

  5. The opposing player does not have to honor the surrender call. He may attempt to turn and shoot at the offering player. (He will most likely be eliminated.)

  6. Play smart. Use common sense in surrenders. They are for your safety and are a sign of a respectful, honorable player. If you get outmaneuvered, accept the offered surrender, or expect to take the close-range shot!

Elimination

  1. A player who is eliminated raises his hands above his head and yells "Hit!" or "Out!" in a loud, clear voice.

  2. A player yelling "hit" or "out" is eliminated and becomes a neutral player.

  3. A player may not retract a "hit" call. Once "hit" is said, the player is eliminated.

  4. Eliminated players must raise their gun or hand above their shoulders. Players not carrying a gun will raise a hand above their shoulders.

  5. Eliminated players should exit the field by the nearest boundary if respawn time has passed.

  6. Eliminated players may only repeat the word "hit" (or variations thereof) or call for a referee's assistance.

  7. Eliminated players may not communicate with another player in any other way, including speech, radio use, hand signals, etc. An eliminated player may communicate with a referee at any time.

  8. Any player breaking the plane of a field boundary is eliminated.

Paintballs

  1. This is an Event Paint Only game (EPO).

  2. Exception is .43cal paint (no red allowed)

  3. FIRST STRIKES ALLOWED

  4. .68 Cal, .50 Cal & .43 Cal is ALLOWED

Box Mags and Shields

  1. Box Mag are allowed but will be balanced out prior to start.

  2. Box Mag cannot shoot full auto [burst shots ok]

  3. Box cannot use Pods to reload [mag dumping is ok]

  4. Shields will be balanced out prior to start

  5. Shield must have a viewing window, (no mobile shields)

  6. Shield player can only use a pistol

  7. Shield player cannot blind fire

  8. When a shield player is hit, they must leave the shield on field of play when respawning.

*UMFL can eliminate use of shields and or box mags from any and or all missions, if we see it negatively effecting game play.

Load Outs

  • Players could only take out to the field what they can carry on their person. (No pods, no paintball bags, no tools, no extra air tank bigger than a 13ci tank)

  • LMG (Box Mag) - can carry max of 600 rounds (this includes what is in your box- extra ammo can be carried in mags that can be dumped into box

  •  Snipers – these players must remain beyond the 60 to use their Marker

  • Primary Player – these players can carry one main marker and one secondary marker, no cap on mags you can carry

  • Secondary Marker – all players can have a “Secondary Marker” (pistol)

Even though no cap on ammo exist a player can only carry ammo in mags on their person, Players are allowed to leave field of play during respawn time to replenish ammo and air then return to the game.NO EXTRA GEAR OR CARTS ALLOWED ON THE FIELD.

GAME PLAY RULES / LAYOUT

Players will always have to have team colors while on the field of play. The team you are on when the weekend officially kicks off on, Sat. 10:30am, is the team you will stay on until event ends, Sun 2pm (no team hopping).

 

Shield Players will not be allowed to make contact of any kind with any shield on the opposing team, any contact or charging will result in removal from mission and possibly event with no refund.

 

No fighting or non-playful arguing on or off the field is allowed or will be tolerated. ( I know we all talk crap to get in each other’s head but this should not be taken to a place of non-playful competitiveness nor violence).

 

When on the field players are only allowed to carry filled mags (no limit) but is not allowed to have pods or bags. (No extra gear, paint or air is allowed on the field / team HQ.

 

All players must leave the field to refill mags and air during the missions game play. Missions are long and designed to have enough time for players to be able to step off and back on to the field without missing to much game play.

 

Team generals will have layout of mission game play and will oversee relaying mission specs and how to accrue point to team players.

 

This Year we will have 3 teams but will work as 2. The DEA will be returning to defend CA from the cartels, While both cartel Del Sur and Del Norte have united to take back CA. along with simple mission game play we will also be focusing on RIFID flag stations that will track points, at the end of the weekend we will not only announce wining side but within the cartel team we will announce the most influential cartel with points.

 

Missions will focus on a lot more fight time with RIFD point collection with a few simple missions within. Each main mission will last 90 minutes. Each player is responsible to make sure to hydrate and rest if needed during the missions.

 

Weekend Schedule

SAT:  check in: 8:30am – 9:30am

           Briefing : 9:45 – 10:15

           Mission 1: 10:30 – 12

           Break: 12 – 1:30

           Mission 2: 1:30 – 3

Break: 2:30 – 3:15

Free play 3: 3:30 – 4

EOD- 4pm

 

SUN check in: 8:30am – 9:30am

           Briefing : 9:45 – 10:15

           Mission 1: 10:30 – 12:30

           Winners announcement: 12:45 – 1pm

           stay and play or pack and go- 1pm

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