When the world faltered in the Great Divide, the East did not break, it united. From the ashes of the old republic, the United Commonwealth rose as the shield of civilization, bringing discipline, order, and strength where chaos reigned.
Tug of war style play with each side taking turns going on the offensive. Commonwealth forces will be defending Last Gate and pushing out to secure vital resources. Echoes will be trying to destroy Last Gate, and defend their nests.
Echoes are the mutated remnants of humanity in the wastelands. They have evolved to survive in the hostile environment, becoming aggressive and territorial. Once mindless shells they have recently begun to regain their awareness.
🔥 Blood Eagles – Shock Troops of the Commonwealth 🔥
( 10 pre-pay slots only )
The Blood Eagles are the United Commonwealth’s most feared assault force. Where Triarchy Rangers are the scalpel, the Blood Eagles are the hammer. Selected for their ruthlessness and endurance, these soldiers are trained to break defenses and crush resistance through overwhelming aggression.
Event Role
Players running as Blood Eagles will experience a relentless, close-quarters assault style of play. They operate in two squads of five, each tasked with spearheading pushes, overwhelming entrenched enemies, and seizing objectives with brute force. Unlike the Triarchy’s Rangers, Blood Eagles rely less on finesse and more on shock and domination.
Equipment Requirements
All kit must be primarily black, with red aspects integrated (armbands, accents, etc.).
A crimson eagle insignia can be displayed on each player’s chest rig — this marks them as chosen warriors of the Commonwealth.
Loadouts should emphasize aggression: CQB primaries, explosives, and heavy fire support preferred.
Tactical Edge
Fear Factor: The sight of the crimson eagle signals a break in morale for enemies. Use intimidation to your advantage.
Shock Assault Doctrine: Move fast, hit hard, don’t stop. Blood Eagles thrive on momentum.
Coordination: Squads of five will operate as paired talons, striking in concert to carve through enemy lines.
Playstyle
The Blood Eagles are not a defensive unit. They are meant to embody Commonwealth brutality—storming fortified positions, driving wedges into the enemy’s heart, and leaving no question of who owns the battlefield.
United Commonwealth Army (UCA) – Defenders of Last Gate
The United Commonwealth Army (UCA) is the shield of civilization, forged from the remnants of NATO and East Coast military traditions. These soldiers, volunteers, career fighters, and conscripts alike stand as the main force holding Fort Last Gate against the horrors of the wasteland. While the Blood Eagles strike with terror, it is the UCA who endure, bleed, and build the walls that still stand.
The UCA is divided into three regiments, each with its own identity and grim responsibility:
1st Regiment – The Iron Bastion
Comprised mostly of career soldiers and long-serving volunteers.
Specialists in trench warfare, defensive fortifications, and disciplined fire lines.
Known for their iron discipline and reputation as the backbone of the Commonwealth Army.
2nd Regiment –The Ash Sentinels
Drawn from mixed volunteers and militia, hardened by years of border fighting.
Experts at rapid reinforcement, counter-attacks, and covering exposed sectors.
Known for fighting without complaint, often called “the ghosts on the wall.”
3rd Regiment – The Rose Brigade
The most controversial regiment, composed of children and adolescents volunteered by their families in exchange for ration incentives.
Trained as light infantry and runners, they are thrown into the line as expendable auxiliaries.
“In truth, the Rose Brigade are little more than under-trained youths pressed into service. Equipped lightly and often sent where losses are expected, they serve as scouts, runners, and gap-fillers when veteran regiments falter. Their pink armbands mark them as the Commonwealth’s ‘future’ but on the battlefield, it is a future too often cut short.”
Their Pink armbands mark them as youth soldiers—symbols of both hope and desperation.
Two regiments defend Fort Last Gate at any given time, manning trench lines and fortifications against relentless wasteland horrors.
One regiment rotates forward to counter-attack, reclaim ground, or mount desperate charges to secure the perimeter.
Players will rotate through both defensive holding actions and offensive pushes, ensuring everyone feels the weight of the Commonwealth’s doctrine: hold at all costs.
No strict uniform requirement. The UCA wears a mix of salvaged NATO, U.S., and local militia gear.
Soldiers are expected to adapt their kit as needed; uniformity is secondary to survival.
Regimental colors or insignias mark identity—Iron Bastion’s gray stripes,The Ash Sentinels black arm bands, and the Rose Brigades stark pink armbands.
Mutated and broken the wastelanders are the survivors left behind after the Great Divide. They are territorial and protect their territory at any cost. Wastelanders will be a chaotic faction that evolves over the course of multiple events providing players with a less serious style of play with a more action packed arcade theme. Wasteland hierarchy will be based on player costumes! Want the part? Dress the part!
Wastelander roles. Anyone picking an Echo role must be able to understand mechanics and be willing to run around like a grotesque monster.( Can fire weapon as normal, but must move like a creature to signal difference ) Anyone that wants an Echo role will need to go through a small training course before the event.
Wastelander - acts as normal player, once killed goes to respawn
The Echo ( 4 slots )
Sentient zombie role, can act as normal player but when killed falls to the ground and revives after 30 seconds unless melee killed by enemy.
Can only use this feature twice per respawn
Echo variants- follow Echo role rules + bonuses ( 10 total echoes including variants )
The Huskguard ( 2 slots)
Theme: Hardened shell, survivor of countless hits.
Special: Takes two consecutive hits to be eliminated; can’t sprint.
The Bloodcaller ( 1 slot)
Theme: Former squad leader with a predator’s mind.
Special: Can Howl and scream once per life, All Echoes within earshot may instantly revive.
Gravebinder ( 3 slots )
"The Gravebinder walks the wastes seeking the freshly fallen. To them, a dying body is not an end, but raw material for the Echo cause."
Role Ability:
When you find an enemy player who has been downed but not yet respawned, you may apply a green Echo bandage to their arm. This “binds” them to the Echo side. They immediately fight for the Echo team until they are hit again, at which point they respawn as normal.
ADMISSION -
September 27th-28th
Pre-pay comes with Raffle ticket
$ 75 Buy Now
Safety Waivers
Signup(<-CLICK THESE ^)
Send Waivers Legacygrovecamp@gmail.com
EVENT SCHEDULE
Early arrivals welcome on Friday after noon! Saturday will be pretty busy so plan accordingly for your own tent set up!
8-10: Registration
10-10:30 Safety/ Briefing
11-5:30 game time
6-7:30 Night game
Camping/ sleeping
8-10: Sunday Registration
10-10:30 Safety/ Briefing
11- 4 : Play game
4-5 Clean up go home
3 meals included with Admission
FULL SEAL Eye Protection on at all times on the field
Players under 18 must have FULL face protection
Mags out/ Safety on at all times in the safety area
No Blind fire - make sure you can see what you are shooting at
Don't lift your gun over walls
Don't shoot the wild life
Call your hits, anything on the body or rifle is out
If you have a side arm you may switch to it if you're rifle gets shot ONCE
Make sure to keep your hand up/ dead rag on all the way until you reach respawn or you will be shot again
Dead men don't talk
20 foot safety distance; semi only
Within 20 feet use Surrender or Mercy
Bang is not enforced
When running off mowed paths and trails watch for sticks and holes
NEVER RUN FULL SPEED ; that's when accidents happen
If someone's eye protection flies off call “ Blindman” to pause and “ Game On” to continue
If grenade lands within 10 feet of you and you are not behind hardcover you are dead
DO NOT jump on a grenade or try to kick it away
Semi ONLY if you are within the MED. DO NOT unload on people
Sniper MED 100ft
DMR MED 50 ft
Rifle above 400 fps MED 20 ft
Stay within the boundaries
Don't go near the river or near junk piles
Do NOT leave food out while unattended
Cats WILL mug you at clawpoint
This is the woods! Watch out for poison ivy, mysterious holes, danger noodles, ticks
Alert staff if these are spotted, give location
Put a stick in found holes
Do not pull a tick off yourself and throw it on the ground and watch it just jump on your friend
Open sweet drinks will be sieged by bees
Try to cover/ cap any beverages, we don't want any stings
BIO BBS ONLY
Roles
Medic (6 UCA)
First aid pouch, Bandages, Blue arm band
Rifle or SMG 2 midcaps
Blood Eagle (10 prepay slots)
Radio, Objectives, Vehicle support
full kit
UCA
Rifle 4 midcaps
Sniper (4 per Faction)
‘Ghillie’ 1 midcap
LMG (4 per Faction)
1 box mag
Wastelander
4 midcaps, more if you tape them to you or your gun.
Everyone can have a side arm
You can only reload your magazines at main base or respawn
EVERY GUN IS REQUIRED TO GET CHRONOGRAPHED
*Fps will be measured in .20bbs
CHRONO
SMG - Full auto: 330fps
Rifle - Semi auto ONLY: 400fps
LMG - Full auto: 400fps
DMR - Semi auto ONLY: 450 fps MED 50FT
Sniper - Semi auto ONLY: 550fps MED 100FT
Max FPS 300-370 [MED 0], 370-410 [MED 20], 410-450 [MED 50], 450-550 [MED 100]
Briefing area is the only safe zone! If you need to adjust your eye pro you'll need to walk back to the parking lot.
Water will be provided at bases. Make sure to stay hydrated!
Large Commonwealth base
Fort Last Gate consists of a large trench system and several structures.
Defenders will respawn behind the line in the woods while defending. And at their remaining flags while Attacking.
Victory Flags:
Each team starts with several Victory points.
Flags will need to be switched to secure POI's.
Attackers will spawn on their Victory Flags.
Defenders will respawn behind their flags not on them. Lost flags can only be flipped back during the Attacking phase.
Attack/Defend phases:
Each faction will rotate phases every 45 minutes.
While Attacking you will be pushing to control Victory points for your faction.
Flags can only be flipped if you're faction is currently Attacking.
Defenders
While on the defense you cannot flip Victory points, And you cannot go past the Neutral Zone. ( Airfield strip ) Marked on map. You may fight on/in the Zone but you must not continue past it.
Raffle and Food Info coming soon.
Placeholder
Do you have what it takes to put the world back together?