A Sector 57 Big Game Event!

Game Schedule:

8am: Gate Opens (get in early, beat the rush!)

9am: Registration Starts

10:30am: Game Briefing 

11:00am: Opening Game

12:00pm: Opening Game finishes, Lunch Begins

1:00pm: Main Game Begins

6:00pm: Main Game Ends

6:30pm-7:00pm: Final Battle!

7:00pm - Score totals, Awards and Prizes!


Entry: $30 at the door

Paintballs: $90 per 2000

First Strike Rounds (FSR): $10 per 8

Full Rental Package: $15

HPA Fills: Free

Co2 Fills: $5 per tank, $10 all-day fills


The Rock will be using a Tug-Of-War style score system. The Seals objective is to take over the prison and call off the airstrike. The Mercs need to get their pay off and escape the island. The score system will look something like this:

Seals 100%----------25%--------0---------25%--------100% Mercs

Each team will score points in an effort to draw the score towards their teams side. Each team has a maximum of 100% they may score at any given time. Any additional points earned over 100% will grant that team a special bonus to use in the game. 

Scoring Neutral Zone:

 If the score does not pass over the 25% margrin from either teams side it will result in the Island being bombed and both teams ending in a draw! Your team must earn enough points to pass the neutral zone into your teams victory zone (any percentage past 25%). 

Earning Points 

The opening and closing games will have an objective worth a large percentage which will be announced on game day.

Main Game: 

Missions: Each hour at the top of the hour a mission will be given to each teams general at their HQ. Missions are time based! Only generals or their second in command may receive missions. Once they have received their mission they may assign the task to the rest of the team. Stay in contact with your general to increase your chances at victory! Each mission will vary in difficulty and points.

VX Rockets: There will be four permanently stationed VX Rockets in the field. Every half hour guidance chips will be placed into them. Both teams must try to retrieve as many guidance chips as possible and return them to their HQ. If you are eliminated while carrying a guidance chip you must drop it before exiting the field. Players who attempt to complete missions with fresh hits on them will not be counted.


Special Roles


Each team will have a general and an second in command. Every hour on the hour during the main game the general will receive a mission at their HQ. Only generals or their second in command may receive missions. Once they have received their mission they may assign the task to the rest of the team. Stay in contact with your general to increase your chances at victory!


Players identified with a medic ID card and white armband tape may heal players. Players who have recieved a hit anywhere but the head (head-shots are always an elimination!) must call for a medic and may not move from the location they were hit or shoot until they have been healed. If a medic does not reach the player within 5 minutes or the player is barrel tagged they are eliminated and must return to HQ. You may not intentionally fire at a player waiting for a medic! Medics will heal players by wiping off the hit with their medic rags. Medics may heal other medics but may NOT heal themselves. NOTE: It is very important that all old hits are removed as refs will call players on all hits new or old.

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 13 balls per second 
IN ALL MODES INCLUDING 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 3 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. 
Infractions include, but are not limited to: Lifting mask in play area, marker with no barrel sock in safe zone,
unsafe behaviour, wiping, 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: If you are within 20 feet of another player 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. 

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.

Sunday, July 29th 2012


Navy Seals Vs Mercs 

Pre Register is over/

Those who pre-register also have a chance to win an X7 Phenom Assault! 

This Game will be capped at 100 players so get registered NOW! 

    A group of rogue Force Recon Marines led by disenchanted Brigadier General Francis X Hummel seize a stockpile of deadly VX gas–armed rockets from a heavily guarded military bunker, reluctantly leaving one of their men to die in the process. 

    The next day, Hummel and his men seize control of Alcatraz Island during a guided tour and take 81 tourists hostage in the prison cells. Hummel then threatens the Pentagon with launching the stolen rockets against the population of San Francisco unless the government pays ransom and reparations to the families of Recon Marines who died on illegal, clandestine missions under his command and whose deaths were not honored. The Pentagon and FBI develop a plan to retake the island with a Navy SEAL Team, enlisting chemical weapons specialist Dr. Stanley Goodspeed, who initially thinks he's consulting the team, but soon learns he's being recruited due to his specialization in chemical warfare. 

    Recognizing that any surface approach will be seen by Hummel's men, FBI Director Womack is forced to turn to Federal prisoner John Mason , a former MI6 Agent and SAS Captain whom Womack has illegally detained for decades and the only inmate of Alcatraz to ever successfully escape through Alcatraz's uncharted tunnels. The FBI force Mason to cooperate to develop a plan for infiltration. 
   The team infiltrates Alcatraz, through the underground tunnels with Mason's guidance. They are ambushed by Hummel's marines in a shower room. 

Objective for Recon Marines- To stop the seals and Goodspeed from disarming the VX Poison Rockets. Thus fulfilling their somewhat honourable mission. 

Objective for Seal Team- Disarm all VX Poison Rockets from all set locations throughout the Alcatraz compound.