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Z6

Z6
(Airsoft Zombie Apocalypse Ballahack)
Saturday October 28th, 2023

  Z 5 is the fifth installment of the ultimate zombie apocalypse survival experience. We are creating a mass zombie horde panic experience by setting up a multi-phase scenario that rotates survivors into zombie role-player roles for a small portion of the event.  A survivor will be required to be a zombie for two hours of the event, while slaying zombies for five hours of the rest of the event.

We have learned from our past events and are eliminating all day zombie slots.  We will be putting more resources into making cool, challenging, and terrifying admin zombie classes to spice up the event.

Ballahack Airsoft will be providing free bbs to all players from Elite Force.  Options will be .20 gram and .25 gram bbs.  Each survivor will be issued a small amount of ammo to start each phase and must rely on finding supply cases during gameplay to increase their ammunition supplies.  This adds a whole new factor to the survival objectives and increase the effectiveness and threat of the zombies.

SURVIVORS: Survivors will be split into two groups (Survivor Group A and Survivor Group B) on-site the day of the event.

The event is a one-day experience! Early Access Price is $65 if registered before (8/28/23) and $85 Standard Price if placed after (8/28/23) , 

Registration includes a Custom PVC Z Patch, free water all day, and a raffle ticket for the Raffle.

October 28th, 2023

  Day 1

Parking Begins

  0700

Processing Begins

  0730

Briefing

  0930

Phase 1 Start

  1015

Phase 1 End

  1215

Phase 2 Rally

  1230

Phase 2 Start

  1245

Phase 2 End

  1445

Phase 3 Rally

  1500

Phase 3 Start

1515

Phase 3 End

1715

Raffle

1745



WAIVERS: ALL PLAYERS MUST HAVE SIGNED WAIVER WITHIN THE LAST CALENDAR YEAR. SIGN HERE

REFUNDS: Ballahack Airsoft event tickets are non-refundable unless the event is canceled. 

TRANSFERS: Event tickets are non-transferable.

CAMPING: Camping is not permitted. No RV's, campers, car camping, or tents are permitted. 

Field Setup: Players will NOT be allowed on the field prior to the event (The Day Before, or the day of) to setup structures, encampments, or the likes of. 

 

ALL PLAYERS MUST MEET the clothing / weapons requirements found below.

 

Atmosphere and Attitude

CLOTHING / GEAR:

Survivors: To create an immersive environment we are encouraging players to dress as civilian survivors. Plate carriers and chest rigs are allowed as is camouflage but please do not try to look like a full blown Operator. Try to look like a civilian that has scavenged for their gear.

ATTITUDE:

Z is a unique experience. It requires everyone involved to see the bigger picture of creating an incredible experience you can’t get anywhere else. There are many trying situations that might arise from this game however all players are expected to behave in a mature, friendly manner, even when the game gets intense. Any instances of verbal or physical aggression are grounds for immediate banning from the field.




GUNS:

This event will only allow PISTOLS, SHOTGUNS, and BOLT-ACTION RIFLES that are shooting under 1.49 joules regardless of weight bb used. We have limited weapon use to these class of guns to ensure we can create the quality experience we desire to give the player as well as protect Zombie Role-Players.

There will be NO FULL AUTO at this event.

PISTOLS: Your pistol must be what is widely considered as a pistol. It cannot be considered and SMG (Sub-Machine Gun). Pistols CANNOT have stocks on them for this event. A pistol is allowed to have full-auto capability but CANNOT be used on full-auto.

-Gas Blowback Pistols will be chronoed with .20 gram bbs and must be under 1.49 joules (400 fps with .20s).

– Gas Non-Blowback Pistols will be chronoed with .40 gram bbs to account for possible joule creep and must be under 1.49 joules (283 fps with .40s).

-AEPs (Airsoft Electric Pistols) / Springer Pistols will be chronoed with .20 gram bbs and must be under 1.49 joules (400 fps with .20s).

SHOTGUNS: Shotguns must be used in semi-auto or single pump settings. A shotgun can have full-auto capability but CANNOT be used on full-auto. NO ELECTRIC SHOTGUNS.

-Spring Powered Shotguns will be chronoed with .20 gram bbs and must be under 1.49 joules (400 fps with .20s).

-Gas Powered Shotguns will be chronoed with .40 gram bbs to account for possible joule creep and must be under 1.49 joules (283 fps with .40s).

BOLT ACTION / LEVER ACTION RIFLES: A bolt action or lever action rifle must only be able to fire one round at a time. Scopes are allowed to be used.

-ALL BOLT ACTION /LEVER ACTION RIFLES will be chronoed with .40 gram bbs to account for possible joule creep and must be under 1.49 joules (283 fps with .40s). NO ACCEPTIONS!

WEAPONS AND RESTRICTIONS CONTINUED

-TO BE CLEAR: No AEGs, SMGs, LMGs, MMGs, or Rifles (Apart from Bolt Action or Lever Action) can be used at this event.

-No winding high capacity magazines

-No Melee weapons

-No smoke or pyrotechnics

-No Grenade Launchers / 203 grenades

-No knives, blades, crow bars, axes, etc.

Thunder Bs, Tornados, and other non-pyro grenades will be allowed.

 

10-11 year olds must wear a full paintball mask.

EVENT STRUCTURE

  1. PHASE ONE:
    Phase One is two hours long. In phase one Group A Survivors will be the only ones with weapons and will be fighting Group B (Roleplaying as zombies) and the admin specialty zombies. This is how we will achieve the overwhelming zombie horde effect.
  2. PHASE TWO:
    Phase Two is two hours long. In phase one Group B Survivors will be the only ones with weapons and will be fighting Group A (Roleplaying as zombies) and the admin specialty zombies. This is how we will achieve the overwhelming zombie horde effect.
  3. PHASE THREE:
    Phase Three is two hours long. In phase three Group A Survivors and Group B survivors will have weapons and will be fighting each other and the admin zombie group Group. Both Groups will be tasked with final attempts to achieve survival. Survival can only be achieved by a small percentage of the groups. In this phase there will be a signal that designates when players become permanent zombies after being killed by one.  The horde will grow.

EVENT RULES

  1. FIELD MARSHALS:
    Field Marshals are the supreme authority on the field. They are present in order to maintain a safe and fun environment. Disobeying, disrespecting and/or arguing with a marshal is strictly prohibited. Field marshals must be informed of any violations of field or game rules. FIELD MARSHALS MUST BE INFORMED IMMEDIATELY OF ANY FIELD EMERGENCY SITUATIONS.
  2. HIT CALLING AND GETTING DESTROYED BY ZOMBIES:
    Human survivors are not fighting each other during Phases One and Two. Friendly fire will not count unless both friendlies’ are engaging each other. During Phase Three if a survivor hits an enemy team survivor anywhere on their body or gear that player is dead or wounded. Gun hits and ricochets do not count. The downed player can either wait to be bandaged or return to their respawn. Players are encouraged to aim center mass and avoid head shots when engaging zombies. When a zombie gets hit they are to drop to the ground. A zombie cannot be shot while on the ground. A downed zombie has the choice to wait one minute on the ground and then re-animate as a live zombie by standing up with their dead rag put away, or to hold their dead rag in the air, stand up, and return to spawn. A zombie without a dead rag while standing up is considered a live zombie and can be shot.
    Zombies kill humans by successfully pulling off one of the colored flags hanging from a human's waist. If the flag is pulled, the human must drop to the ground, tuck any remaining flags into their pocket, wait 30 seconds, then reanimate as a zombie until shot by a live human.  After they are shot they can then apply their dead rag and go respawn as a zombie.  This changes after a certain point in phase 3 where there will be no more human spawns.

ALL PLAYERS MUST HAVE TWO DEAD RAGS ON THEM.

  1. MEDICS:
    There are no classical medics at Z. During Phases One and Two there will be no use of medical supplies. During Phase Three a medic bandage can be used on a human survivor that has been shot by the opposing survivor team. The bandage must be fully wrapped around a wounded player's limb, the “medic” must then apply pressure to the bandage area for thirty seconds before removing the bandage. Once the bandage is off, the wounded player is now healed.
  2. RESPAWNS:
    Human Survivors will have a single fixed respawn point during each of the three phases. During Phase Three Survivor Group A and Survivor Group B will have separate respawns. Respawns are instantaneous and players are invincible while touching their spawn point. Zombies cannot go within 100 ft of a human respawn.
    Zombie Role-Players will have multiple respawn points during each phase. If a Zombie chooses to not re-animate and go to a spawn point they must continue to a spawn point. Zombies are invincible at their spawns and cannot be fired upon.
  3. Chrono and Minimum Engagement Distances:
    All players must have marshals chronograph every weapon they use before entering gameplay. If ANY WEAPON fires 1 fps over the previously stated limit of 1.49 joules out of 5 shots the weapon will be DENIED. (PLEASE KNOW YOUR GUN, we do not like denying players but will for the safety of others)
    – NO FULL AUTO PERIOD
    – There is NO minimum engagement distance for weapons under 1.49 joules.
  4. ZOMBIE AGGRESSION
    Zombies are not to have significant physical contact with other players. Situational awareness is imperative as to not step on inevitable dead bodies all over the place.

Zombies will be led by Zombie Role-player Admins. Zombies must follow general instructions given by said Admin, and must adhere to zombie speed levels (Walk, Shamble, Jog, Run)

 

EYE /FACE PROTECTION

-Eye Protection- All eye protection must be full seal, be rated to ANSI Z87.1 and have retention behind the head. Mesh goggles are not allowed unless another form of eye protection is worn underneath.

-Age Restrictions:

18+ can wear just full seal glasses with retention; however full face protection is still recommended. Lower face protection is strongly encouraged.

16 and 17 year olds must wear full seal goggles, they must also wear lower mesh or hard plastic that covers the lower face.

12, 13, 14,and 15 year olds must wear full seal goggles and mesh or hard plastic lower face protection that covers the lower face and ears or a full face paintball styled mask.

10-11 year olds must wear a full paintball mask.

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