Heisenberg Legacy

We will be introducing two new generals to this battle. Both have tons of experience including other big games at Sector 57. They will also each have a full bodyguard unit of evenly divided Spartan and Helot Field team members!

The Heisenberg Legacy

With the death of Walter White and the last known facility capable of creating his brand of meth you would imagine the streets would be safer. However, with a high demand and no strong presence in the streets a new war has broken out over control of the drug trade.

The DEA has enlisted the aid of notorious John Fist to lead a special task force to help suppress this new threat. Their main target, a deadly Cartel named the Reapers attempting to set up shop and gain control over the streets using their special brand of violence and fear. 

However behind the façade of this deadly gang lies a higher authority, Banks Roller, CEO of Roller’s Casinos. With his money backing the efforts of the gang he is able to equip them with intel, training and weapons that threaten to overthrow the rival gangs and even the police themselves. 

Banks has a secret plan as well. He knows of a man who worked with Heisenberg and believes if he can find this man he can replicate the drug that made the blue meth so sought after. 

The streets are about explode, can John Fist and the DEA get their boot on the throat of the Reapers or will Banks Roller keep the gang a step ahead?

It’s a cops and robbers shoot out at Sector 57 Paintball Park’s Heisenberg Legacy Big Game! 

Pre-Registration Has Ended

Walk Ons Welcome

Game Day Pricing

Registration: $35 

Includes: Entry, Draw Ticket & Lunch

Paint: $25 per 500

          $100 per 2000

1st Strike: $35 per 40


Co2 Fills: $5 per fill up to 20oz

Rental Kit: $15

(Marker, HPA tank w/unlimited fills, Mask & Neck Guard. Paint not included. Rentals are available on a first come, first serve basis unless you purchase a ticket in the pre-registration)

(Please note that no coupons, tickets or other offers will be taken on special event days)


Walk ons Welcome

 Game Day


8AM Gate Opens

9AM Registration Opens

10AM Game Briefing

11AM Opening Battle Start

12PM Opening Battle Ends

Free Lunch!

1PM Main Game Begins

5PM Main Game Ends,

Scores, Awards & Prizes!

To make this the best experience possible arrive early to give yourself time to get registered, receive equipment or ready your own and make the briefing and game start!

Please Note

You must be present to accept awards and prizes

 Full Rules List

Player Package: When you register you will receive a package with a Player Card. Your player card is your ticket to 
play, and must be on you at all times. If you find a player card please turn it in to the closest referee.  

Armband Tape: After registering you will be given Red or Blue armband tape. This tape is to remain on for the
duration of the game. If your tape falls off or is otherwise non functioning please ask for new tape.  

Markers: Any commercially produced, commonly available .68 caliber paintball marker may be used. Any marker 
that can be adjusted on the field, without tools, is required to have a locking device to prevent this from being possible. All markers are limited to 280 feet per second. All markers must be capped at 10 balls per second 
in SEMI-AUTO MODE. You must also have a "barrel sock" for covering the end 
of your barrel in all non-play areas. Barrel plugs are not acceptable. Players caught with no barrel sock on their 
barrel in an off-field area other than the chrono will result in an infraction punch on your player card.  This includes 
markers with no paint or air. If it has a barrel it is required to have a barrel sock on it. Period.

Infractions: Infractions will be based on a 3 strike policy. Each player card has 2 red boxes at the bottom, each 
represents 1 infraction. If 3 infractions are incurred, then the player will be asked to leave with no refund. However, the field staff may deem any significant infraction grounds for immediately removal from the premises.
Infractions include, but are not limited to: Lifting mask in play area, marker with no barrel sock in safe zone,
unsafe behaviour, wiping, aggressive behaviour, etc. The referee can make the final call on infractions. If any of your infraction boxes are punched by the end of the day you will be ineligible for prizes. Simply, play safe, have fun! 

LAW Rockets (Nerf Launchers): Launchers will not be allowed for use at this game.

Goggles: Goggles must meet current ASTM and insurance requirements, must be unaltered, must provide 
full face, eye, and ear protection, and must have suitable, uncracked and undamaged lenses in them. 

Radios: Radios are allowed and encouraged. Channels 1-5 are strictly reserved for event and field staff only! Players
caught monitoring these channels will recieve 2 infractions. Team channels will be assigned during the morning 

Prohibited Equipment: No tools or knives may be carried on the field. No personal fill stations allowed on the 
premises. Any items found in violation will be confiscated and may, or may not, be returned after the event.  
No unbreakable trip wires. No pyrotechnic devices. No smoke devices. No shields. No protective 
padding not commercially-designed for paintball play.

During Play

Physical Contact: Physical contact of any kind is strictly prohibited. 

Referees: Do not argue with a referee under any circumstances. If you disagree with a call please speak with the 
event director.

Non players on the field: If you wish to enter the field to take photos, retrieve a lost item, or any other reason you must 
check with a staff member before doing so. 

Wildlife: Shooting of any wildlife will not be tolerated. If you accidentally do so please notify the nearest referee 
immediately so that we can make sure the animal is okay, or render assistance if necessary. If you witness someone 
doing so please notify the nearest ref immediately.

Eliminations: If you are hit by a paintball (even if the ball itself ricocheted) and it breaks on you, your gear, or your 
marker and leaves a quarter-sized mark below your neck, you are injured and need to call a medic. If you are hit from 
the neck up you are considered out and must raise your maker high and walk off the field.  

* It is important that you "get up and out" as soon as you are eliminated. Hold your marker high above your head and
run out of the bunker! With the large number of players you will encounter it is hard to hear someone shouting "Hit!" 
while he/she searches for their barrel sock, and players will continue to shoot thinking you are still in. "Get up and out" 
and get away from the lines of fire, then search for your barrel sock!

Mercy Rule: Nobody likes being shot from close range so please, if you are within 10 feet of another player, especially from behind, please give them a chance to surrender. You are asked to, please accept the surrender as the player offering the option had the drop on you and has shown good sportsmanship. In the event of a close range shoot out, the first player tagged is eliminated. If a call can not be made both players will be declared eliminated. 

Faking injuries or medical issues: This will not be tolerated for any reason. Using such ploys on the field will result in 
ejection from the event.

Grenades: Please try to inform a ref before throwing a grenade in order to ensure proper eliminations.  In order to be 
considered an elimination there must be enough paint on the player to be collected into a mark the size of a quarter. 
One or two specks will not be counted as an elimination.

Smoke Grenades: Smoke Grenades of any type will not be allowed at this event.

Reinsertions: Players may only enter the game from their spawn point. If you have been emliminated, place your 
barrel sleeve on, and walk off the field. Once off the field you may head directly back to your spawn point.   

Bunkers on the field: No player may move any bunkers unless specificly told to do so for a mission objective.

Please do not move or touch any props on the field unless otherwise told so during the morning briefing, in mission 
description, or by event staff. 

Personal Property

Personal property of others is to be respected at all times. Any type of theft or vandalism will result in your immediate 
ejection from the event with no refund.

  Semi-Auto only, 10bps max


THL will feature the OPEL scoreboard, an electronic scoreboard viewable by anyone with an internet connection! As well there will be an electronic mission delivery system and field map. 

Opening Battle:

The first hour of gameplay will be an hour long battle that will set the starting scores for the main game after the lunch break. The details of this battle will be revealed in the player orientation the day of the game.

Main Objective:

Capture and Hold Territory. Turn Sticks will mark locations in team colours. Keep as many Turn Sticks up in your teams colour. Points will be awarded for each flag on the half hour.


Every hour, both teams will receive missions that can vary in time and difficulty. The more difficult the mission, the bigger the reward! Your missions will arrive at your teams HQ and the details can be gathered by your General or their XO.

Hidden Items:

There will be hidden items scattered throughout the playing field that are worth bonus points!


Generals are members of our field teams who provide leadership and will issue missions and player roles such as medics to their team. 

Your general is your key to victory, keep him alive and keep him in contact!


Medics will be identified by dual white armbands as well as a red or blue team armband. Medics will recieve a “Medical Rag” to be used to wipe off hits. 

If you wish to be a Medic visit your general who will hand out medic roles. 

Medics will be assigned with a first come first serve basis and quantity of medic ID's issued will be determined by the number of players in attendance. Medics can heal players who have not been eliminated by head-shots. If you wish to be healed by a medic you must stop as close to where you were hit as possible and shout "Medic!" at which point the referee will give the medic a reasonable amount of time to reach you, wipe off your hit, and “heal” you. While waiting for a medic you may not fire your marker, communicate directly with any player aside from calling a medic, or move from your location. YOU CAN NOT GO TO A MEDIC, A MEDIC MUST COME TO YOU.

You are not to be shot at once you call for a medic, however, if you are in a heavy crossfire there is a good chance you will receive accidental shots. Sometimes it may be wiser to simply return to your HQ to respawn. The medic can be eliminated while in the process of completing his tasks. A player calling for a medic is not to be targeted by paintballs. The medic is not to use the player to be healed as a bunker. Medics can not heal themselves but can be healed by other medics.