As Game Manual V1

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    Page 1

    Airsoft Games and ScenariosCreated by David Gish Ratana for the JOC airsoft communityhttp://www.jocairsoft.com

    Game index:

    http://www.jocairsoft.com/http://www.jocairsoft.com/
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    Evidence Recovery

    Materials:

    6 PVC tubes

    100 red survey flags

    25 green survey flags

    6 large zip-ties

    Setup:Scatter red survey flags throughout the playing field with the majority concentrated inthe middle of the field. Randomly place the green survey flags on the field in spotswhich are harder to get to, or in open areas. Give each team 3 PVC tubes and 3 zipties.

    Overview:A large fallout between 2 local gangs ended up with them trying to eliminate the otheronce and for all. Local authorities managed to stop the conflict before it lead to anypublic violence however they did not manage to collect all the evidence on the scenebefore one of the gangs returned. Each teams objective is to recover as manyevidence flags as they can to win. Red flags are worth 1 point, and green flags areworth 5.

    Rules:

    Each team must decide when to secure their tubes throughout the game. Tubeswhich are unsealed at the end of the game will NOT be counted. Tubes cannot besealed once the game has ended.

    Teams may steal flags from the opposing teams UNSEALED tubes only.

    Teams may NOT take, or hide the opposing teams tubes, sealed or unsealed atany time.

    Tubes must stay visible at all times and may not be hidden or out of reach fromthe other team.

    A player may carry as many flags as they wish, however if they get hit whilecarrying flags, they must drop them where they were eliminated and not permitted topass or throw them to team members.

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    Team Assault

    Materials:None required

    Setup:None required

    Overview:Two teams enter the field at the same time from separate entrances. The first team toeliminate the other completely will be considered the winner.

    Rules:

    Once a player has been eliminated they are to return to the staging area and wait

    for the game to end. Players do not need to stay with the rest of their team for this game.

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    Capture and Hold

    Materials:

    None Required

    Setup:Mark out, or indicate an area of the field to be considered the capture point. Thisarea should be fairly defendable, but not impossible to breach. (In the Lasertrek arenathe Rainbow arch is usually used).

    Both teams will enter the field at the same time from opposite entrances and rushcapture point.

    Overview:The objective of this game is for either team to capture a specific point on the field andhold it for a determined period of time.

    The team which holds the capture point for the determined period of time, or thefirst team to completely eliminate the other will be considered the winner.

    Rules:

    Members of each team are not permitted to stray from their squad and must stayrelatively close to the rest of their team.

    Once eliminated, a player is required to return to the staging area and wait for thegame to end.

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    Breach

    Materials:

    Ballistic Shield(s) may be used

    Teams may be stacked towards the assaulters by 1 or 2 making it morechallenging.

    Setup:Mark out, or indicate an area of the field to be considered the capture point. Thisarea should be fairly defendable, but not impossible to breach (At Lasertrek therainbow arch or sniper nest is usually preferred; however other points such as thetanks can be considered).

    Allow one team 5 minutes to secure and setup a defense at/in the Capture point atthe beginning of the game, and have the opposing team ready to assault the capturepoint when the game begins.

    The first team to eliminate the other will be considered the winning team.

    Overview:This is a classic Swat scenario. You have suspects healed up in a defendable area andrequire them to be cleared out. At any time after the 5 minute setup for the defendingteam, the assault team may enter the field. It is not necessary for them to call Gameon (Stealth is key).

    Rules:

    The attacking team is allowed 1 member to split off from the group and isconsidered the sniper. He/she can make their way to an over watch position.

    Defenders are not allowed to leave the capture point unless otherwise arranged

    or unless a player is eliminated

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    Strong Side

    Materials:

    None Required

    Setup:Designate 2 opposing sides of the fields, with minimal cover for each (At Lazertrek thisis usually the 2 upper level areas including ramps).

    Overview:Teams are trying to eliminate members from the opposing side. Once a player is hit,they become a member of the opposing team and must make their way to that teamsarea. This will continue until one team completely eliminates the other, or until thegame time is over.

    The team which gains all the players, or the most players at the end, will beconsidered the winners.

    Rules:

    Once a player is hit, they must make their way to the opposing team immediately

    Players are not allowed to stray from their teams designated area

    Once a team is down to its last 2 members, the opposing team is free to fullyassault those members. However if you are eliminated during this assault, you will beconsidered dead and are eliminated from the game entirely (opposed to re-joininglike before)

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    Roundabout

    Materials:None Required

    Setup:Split players into teams of 2 or 3 (depending on numbers) and pick starting positionsrandomly throughout the field (out of view of other teams).

    Overview:Everyone starts in various locations throughout the field and try to track down otherplayers. Whenever you eliminate an opposing player, they become a member of yourteam. At the point of elimination you have 2 options: 1) Signal the eliminated playercome over and join you or 2) Signal the eliminated player to start on your team fromwhere they were hit.

    If your are signaled to come and join a team, you must raise your gun, call HIT andmake your way promptly to your new teammates.

    If you are signaled to start where you were hit, you are to call HIT!, CHANGINGTEAMS and you may at that point eliminate anyone on your former team (Use mercyrules if they apply). If your former teammate(s) are quick enough, they can call mercyon you before you do on them and have you remain on their team.

    You never know who is on your team if you lose sight of them. If players get split upand one gets hit he may try to casually stroll up to his former teammate and mercyhim.

    The team which grows big enough to eliminate all the other smaller ones is considered

    the winner.

    Rules:

    Teammates may NOT call mercy on members which are signaled over to the otherteam in order to keep them.

    The eliminated player is not able to make their own decision whether to stay ornot, and must follow the signal from the team they were eliminated by.

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    Hostage Rescue

    Materials:

    Coat, vest, or hat to identify hostage from other players

    Potentially any item which may be requested

    Setup:One or more players may volunteer or be appointed to play as the hostage(s) andwill be unarmed during this game. Have the defending team take up positions in afairly well defendable area and bring the hostage with them. The attacking team isrequired to enter the field from a specific location and must find their own way intobetter positions around the area.

    Overview:This is a hostage situation and as such is NOT a general run and gun scenario. Theseare usually played out for a while, involving strategy and little movement whennecessary. If negotiations are considered, then a radio must be provided to thedefending team, by the attacking team.

    Attacking team: Remember, this is a hostage situation, not a full out skirmish. Theattacking team may be able to end the game by giving into reasonable demands bythe defenders. Keep this in mind while trying to resolve the situation, get creative. Ifthe defenders ask for a helicopter, use a vehicle for one and try to take them out whilethey transfer to it.

    Defending team: Keep in mind you may be able to get things you ask for bynegotiating with the opposing team. Stuff like water, food, money, trades of hostagesfor officers, are all reasonable requests. You may control the hostage by giving themverbal commands such as stand, sit, move, or things like your handcuffed will mean

    the hostage may not use their hands, or your tied up means they may not move.Play the role, get creative! But remember, if you want to tie up the hostage, youmust take the time to act like you are. They may not be instantly untied/tied,gagged/un-gagged, etc.

    Hostage(s): Play the role. Yell out your location and in general be a pain for thedefenders to control, or lay low, and try to escape when your captors are not looking.Try to signal the attacking team what's happening, but remember you MUST obeyreasonable commands given by your captors (such as sit, move, etc).

    All teams: Remember the most important thing, the HOSTAGE. If the hostage is shot by ANYmember of either team the game is over and lost for that team. For multiple hostages, youmust try to save as many as possible. Saving 1 of 2 is considered a loss, however 3 of 4 isacceptable.

    Rules:

    The hostage must obey reasonable requests made by his/her captors, but may tryand escape if not being watched, or the opportunity is made by the attacking team toallow an escape

    Both the attacking team and the defending team have free access to the field oncethe game begins

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    If negotiations are being considered, the attacking team is allowed to make

    counter offers for fulfilling the defending teams requests (IE free a hostage inexchange for water, or food in exchange for a defending player)

    Defenders may take pot shots at the attackers and vice versa, unless otherwisenegotiated during the game.

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    V.I.P. Escort

    Materials:

    Jacket, vest or object (such as briefcase) to identify VIP(s)

    Setup:One or more players assigned or volunteer to be a VIPDesignated start and finish areas for the escort team to take the VIP player(s)

    Overview:The general idea for this game is for the escort team is to successfully transport theVIP(s) from the start point, to the end point without being shot. They must start off as agroup and unless otherwise stated, have full use of the field to carry out their scenario.

    The attacking teams goal is to eliminate the VIP(s) before he/she reaches herdestination. Their only goal is to eliminate the VIP, so they should not spend too muchtime trying to eliminate regular members of the escort team unless it is necessary foreliminating the VIP.

    The VIP(s) may be armed with a pistol if previously indicated prior to the game start.Your only goal is to get to your destination and as far as you are concerned your escortteam is expendable. You are not in charge of your team however, and cannot givethem orders only suggestions

    Rules:

    The VIP may not pick up a weapon other then what was originally agreed on priorto game start. Once they are out of ammunition, they may not obtain anotherweapon from any other player

    Teams have full access to the field unless otherwise agreed upon You may wish to try and have one team setup around the field prior to the gamestart, and a larger number of escorts which must try to clear the way as you goinstead of having both teams starting at the same time.

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    Center Flag / Push

    Materials:

    1 flag

    Setup:Place 1 flag approximately in the middle of the playing field prior to the start of thegame.

    Overview:This is generally a fast paced game which promotes large firefights around the flagarea. Teams are required to start at opposite areas of the field, capture the flag in themiddle, and take it to the opposing teams base (NOT YOUR OWN!)

    Rules:

    If a player is eliminated they must leave the field promptly and either re-generatesfrom their own base or designated area before re-entering the game

    If a player is eliminated while carrying the flag, they must immediately drop itwhere they were hit and not permitted to throw or pass the flag to teammates.

    Players may not hide the flag from other members of the opposing team and mustbe carried visibly (not under a jacket or in a bag)

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    TAG / Hunter

    Materials:

    Item to indicate the hunter player (Hat, jacket, etc)

    Setup:Assign or have 1 player volunteer to be the hunter. The rest of the players should begiven time to scatter throughout the playing field before the game starts.

    Overview:The game is a modified version of Tag. Only the hunter is able to shoot, the rest ofthe players must stay away or hide from the hunter.

    Any player tagged by the hunter becomes the new hunter and must put on thecoat, or hat which identifies that player and the old hunter becomes a regular player.

    Each player may only be the hunter once, so if you are tagged a second time, youare considered dead and are eliminated from the game. The person at the end whichis the hunter is considered the winner.

    Rules:

    No one may shoot at the hunter as he/she cannot be eliminated

    After exchanging the jacket, or hat, the old hunter must be given reasonabletime get away and is not to be followed

    Once a player has been eliminated for the second time, they are out of the gameand must leave the field promptly

    Players must move to a new spot and not stay canceled (camp) in the same spotfor more then 5 minutes at a time

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    Last man standing

    Materials:

    None Required

    Setup:Allow players time to randomly scatter throughout the playing field. Limit each playerto 1 low cap, or 50 rounds.

    Overview:A relatively simple game where every player must fend for themselves. The last playerremaining on the field wins. A good game to play for the end of the day, or before alunch break, as it allows players to filter in from the field rather then a game ending allat once.

    Rules:

    Players may not team up with other players on the field

    Players must not hide in one spot for more then 3-5 minutes max

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    Critically Injured VIP/Downed Pilot

    Materials:

    Stretcher

    1 or more prop dummies or player(s) to act as VIP

    Red electrical tape

    White bandages (rags)

    1 marked off extraction point

    Set Up:Use red electrical tape to represent wounds on the injured and then place themrandomly on the field (can be together or separate). Their locations should not beknown by the attacking team, and only a general area/direction should be known bythe rescue team. Give the rescue team enough bandages to cover all wounds, as

    well as a stretcher(s) to use for transporting the injured. Designate an extraction zonewhich the rescue team must bring the injured to and should not be known by theattackers at the beginning of the game.

    Overview:The rescue team must try and locate all injured VIP(s)/Pilots and bring them back totheir safe zone alive. Before they can move any of the injured, they must bandagetheir wounds by covering all the red tape with their bandages. Only then can theinjured be loaded onto a stretcher to be transported to the extraction point.

    The attacking team is to try and stop the rescue team from extracting the injured. Youmay wish to have the attacking team try extracting the injured as prisoner(s) for thegame as well, except they would not need the use of bandages, only a stretcher.

    Rules:

    The injured can only be moved on the stretcher by no less then 2 people at alltimes.

    The rescue team may not move the injured prior to covering ALL their wounds. Besure to check the back, arms and legs. If a VIP/Pilot arrives at the extraction zone withany wounds exposed, they will be considered DOA and will count as a loss.

    The attacking team may move the injured without bandaging wounds, but mustuse a stretcher to do so.

    If the VIP(s)/Pilot(s) are players, they are NOT allowed to walk, run, move or assistin transportation in any way.

    Variations:

    Have a time limit each VIP/Pilot is able to survive without medical treatment orreaching the extraction zone.

    Only allow extraction of the VIP(s)/Pilot(s) at certain times during the game. If therescue team misses one of these times, they must defend the injured until the nextopportunity to extract.

    Have the rescue team able to call in the extraction, but have the extraction take5 minutes to reach the area (Such as a helicopter would take time to travel to thefield)

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    Downed Pilot (Expanded)

    Materials:

    1 Stretcher (May not be used depending on scenario)

    5 - 7 Dummies

    Marked off extraction points

    2 Helicopters (people or vehicles)

    Setup:Mark off 4 separate extraction zones on the field (2 for each team). Be sure to mixthem up, put 1 for each team on opposite ends of the field. Be sure to mark eachextraction zone with a number and the team it belongs to clearly.

    Get 2 people or vehicles to be the helicopters (1 per team) and assign each a

    specific channel on the radio.

    Hide (not to well, but not in the open) 5 - 7 dummies randomly around the field.

    Overview:There are 5-7 downed pilots hidden throughout the field. Your teams job will be torecover as many as they can and bring them to their teams extraction points (unknownby the teams). Once a team has a dummy at an extraction point, they must then, andONLY then, call for a helicopter to come and rescue the pilot. The team whichrescues the most pilots will be considered the winners.

    Rules:

    A helicopter can rescue only 1 pilot at a time on a given run

    A helicopter may choose not to enter an extraction zone if the area is heavilyunder fire. If this is the case, they may either wait for up to 5 minutes for anopportunity to land, or refuse a pickup at that time

    A helicopter may choose to close an extraction zone at any time, but will berequired to relay which landing zone to use as an alternative

    Helicopters are considered in flight and may NOT be attacked at any time (Evenduring landings)

    Variations:

    Helicopters may be equipped with a door gunner which cannot be hit, but canprovide support to troops during extractions

    Helicopters may be used as the only means of bringing in re-enforcements(players) to the field

    Instead of team extraction zones, have 3 general extraction zones which may beused by either team

    Have 3 dummies per team. The first team to rescue all their own dummies wouldbe considered the winners

    The use of a stretcher is optional. Generally the game works better with the use ofone, but depending on the scenario it may be left out

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    Monster

    Materials:

    1 Monster Costume/Mask

    3-5 Lab coats (markers for scientists)

    1 Super weapon with separate ammunition

    Setup:Designate a super weapon for the game and randomly place the weapon, andammunition around the field. Assign 3 - 5 players with pistols only to be scientists, andone player as a monster.

    Overview:The attacking teams goal is to locate the super weapon, as well as the ammunitionfor it in order to kill the monster. Once the attacking team finds the ammunition, andthe super weapon, only then may they attack the monster with it. The attacking teamis able to engage the scientists at their discretion.

    The scientists are to try and prevent the attacking team from obtaining the superweapon or any of its ammunition, and may freely eliminate the attacking team anychance they get.

    The monster is a fast moving element which is invulnerable to regular fire. He is ableto eliminate attacking players by touch alone, and may or may not choose to givewarning of his whereabouts on the field at any given time. Loyal to his creators, he isto try and defend and obey all reasonable directions given to him by the scientists.

    Rules:

    All players may move about the playing field freely and are not required to defendany specific area.

    The monster can ONLY be eliminated by the super weapon. (This means there is nouse shooting him with your AEG or Pistol)

    The game ends when the attacking team is completely eliminated, or the monsterhas been eliminated by the super weapon.

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    Tactical Withdrawal

    Materials:

    1 marked off extraction point

    Setup:Divide the teams into 2 groups, give one team (the attacking team) a 2:1 advantageover the defending team. Have the defending team setup on the field prior to thegame start near the designated extraction zone.

    Overview:The attacking teams objective is to successfully reach the extraction zone with atleast 50% of its members still active.

    The defending teams objective is to eliminate as many players from the attackingteam as they can before they reach the extraction zone.

    Rules:

    The attacking team is not required to stay together as a group

    The attacking team is not to know the whereabouts of the defending team prior tothe game start

    The defending team is able to freely roam the field.

    The defending team is not required to protect the extraction zone if they feel thereis a better point on the field to eliminate the attacking team.

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    Vampires & Werewolves

    Materials:

    Bands/tape to indicate teams

    Setup:Divide into two teams (Werewolves & Vampires) and mark one team with armbands, ortape.

    Overview:Start each team at opposite ends of the field. When a player is hit by a member of theopposing team, they must switch their armband or remove their tape. This transferbetween teams takes about 20 seconds (keep one arm above your head to indicateyou are in this phase). Once a player has changed teams he/she is to walk over to theteam that initially shot them and continue play.

    The game ends when one team eliminates the other fully from the field.

    Rules:

    You must raise your hand above your head to indicate you are transferring to theother team for a minimum of 20 seconds

    Players who are transferring between teams are out of play and should be shot

    Teams are allowed to move freely in groups or split up once the game begins

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    Soldier and General

    Materials:

    Blind folds

    Setup:Have players partner up, and randomly scatter themselves throughout the field. Oneplayer is to be blindfolded, and given a pistol, the other is unarmed and can only givedirections to his partner.

    Overview:Each team is made up of 2 players, a General and a Soldier. The general is unarmedbut is able to verbally give instructions to his partner (the soldier) such as forward,left, raise gun, fire, etc. Generals cannot physically direct his soldier unless thereis a possibility of injury (steps, walls, etc).

    The soldier is to follow his/her Generals commands and as a team try to eliminate allother teams in the field.

    If either player on the team is hit by another, the whole team is considered eliminated(as a general is unarmed, and a soldier cannot see).

    Rules:

    Generals must stay within 5 feet of their soldier at all times

    Generals cannot physically direct their soldier unless there is a possibility of injury

    Soldiers must follow orders from their general at all times

    A team is eliminated by hitting either the General or the Soldier and not bothmembers

    Variations:

    If a soldiers general is hit, try to have that soldier fall under the command of theopposing teams general.

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    Underdogs

    Materials:

    1 marked off extraction point

    Setup:Divide the players into 2 groups. One armed with AEGs and the other armed only withpistols. The Pistol only group should have a 3:1 advantage over the other. Designatean objective point or object on the field, and have the team with pistols setup positionprior to the game start.

    Overview:The team with the pistols objective is to try and defend the objective area, or objectfrom the team with the AEGs.

    The AEG teams objective is to reach or recover the objective within a certain timelimit.

    Rules:

    Usually played as single hit elimination.

    Objectives can be to extract a pilot, recover evidence, or reach an extraction zone.

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    The Undead

    Materials:

    3 Objectives

    1 Marked off extraction point

    Setup:Randomly place 3 objectives on the field. Divide the teams into 2 groups, Undead andSpec-Ops. The undead team should be outnumbered to start. The Spec-Ops teamshould be generally informed there the objectives are located prior to the game start.

    Overview:The Spec-ops teams objective is to recover the 3 objectives and bring them back tothe designated extraction point. If a member of the Spec-Op team is hit by an undeadplayer, they are to turn around, raise their hand above their head and count out-loudto 30. Once complete, they return to the game as an undead player and may only usetheir pistol, or a semi-auto AEG (If using an AEG, players may only fire a round onceevery 2 seconds).

    The undead teams objective is to eliminate the Spec-Ops team. However, seeing asthey are undead, they cannot sprint or run, only slow walk around the field. Once hit,an undead player should turn around, raise their hand, and count out-loud to 30. Whenthey are done, they are able to resume play as an undead player.

    Rules:

    The game continues until the Spec-Op team recovers all their objectives andsuccessfully reaches the extraction point, or until they are completely eliminated bythe undead team.

    Variations: Spec Ops team members may carry 1 Serum vial each, and may heal any fellowmember before the 30 seconds are up (By touching them during their count). Theycannot heal themselves.

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    Partners

    Materials:

    1 Magazine per player only (may be pistol as well)

    Setup:Have players pair off and swap their magazine with their partner (This will make eachplayer unable to use their AEG/Pistol at the beginning of the game). Have playersrandomly scatter throughout the field, and as far from their partner as they can. Radiocontact with their partner should not be permitted.

    Objective:When the game starts, each players objective is to try and find their partner and gettheir mag in order to use their weapon. Once partners have exchanged mags, they arefree to eliminate anyone else on the field they can. Last team/player standing wins.

    Rules:

    Mercy rules are ONLY in effect of one or more players are armed and able to shoot

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    Drug Ops

    Materials:

    Marker Flags

    [Optional] Drums/Containers

    Setup:Two teams evenly divided, one designated the Drug runners, the other DEA/Swat/etc.Give the marker flags to the Drug runners. Place the optional Drums and containerssomewhere on the field

    Objective:The drug runners must find an open section of field [Ideally a meadow or similar] toplant the drug crops. They must then protect the grow op for a set amount of time.Optionally they must also retrieve the Drums and containers to setup a drug lab.DEA team must stop the drug runners from completing the allotted time.

    Hints:Add drums for larger player base / More time for larger fields

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    Sam Strike

    Materials:

    Designated Sam zone (marked area or prop)

    Bag/Crate

    Fireworks

    Setup:Two teams evenly divided. Place of the bag containing the fireworks at a designatedspot on field.

    Objective:One team is designated as the Sam team. They must retrieve the Sam missles

    [fireworks] and move to the designated sam zone. They launch a missle every 5minutes or so until supplies exhausted.Opposite team must try and intercept the missles or prevent the other team fromlaunching all the Sams.