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Discussion: Zombie Rules Version #1Reported This is a featured thread

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John_234
John_234
Zombie Rules Version #1
Jul 2 2009, 11:16 PM EDT | Post edited: Jul 2 2009, 11:16 PM EDT
Basic rules for a zed scenario. Wanted to run them by you guys before I actually planned out a full-scale game.

--Zombie Rules
Approximately half the players will be zombies.
The zombies may run, jump, hide, whatever. They can even talk, as long as they do not in front of human players and stay in character.
Headshot rule. But since actual headshots are a bitch, each zed wears a tin plate on their front and back. Two hits for death, anywhere else doesn't count.

Upon being killed, the zombie falls "dead" for a half minute. They then walk approximately one hundred feet away from the humans and are "alive".

To infect a human, the rule is two hand touch. Both zed and human will be rooted on the spot for 5 seconds. A fellow human can mock "pull off" or shoot the zombie during this time. If not, the zombie kills the human and "feeds" for one minute. The new zombie goes to the nearest referee for a set of plates. They can also use this time to get a drink of water, store guns, etc.

--Human Rules
Humans will be divided into several categories depending on the scenario.
Typically, it will be civilian, military, and wildcard faction. Police may supplement or replace one depending on the situation.

-Civilian
These people are the majority. They are allowed pistols, shotguns, and other non-automatic weaponry. They get 60 rounds.
Persons using multi-shot shotguns get ten bursts and thirty additional BBs.

-Military
These players are very few in number, typically ten or less, but start in the same general area and pack more firepower. They are allowed any kind of weapon. They start with 150 rounds and a single grenade of their choice, hand thrown or launcher fired. Police are similar, but are not allowed to use grenades.

-Wildcard
These guys can be anything from crazy civilians to PMC factions.
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John_234
John_234
1. RE: Zombie Rules Version #1
Jul 2 2009, 11:17 PM EDT | Post edited: Jul 2 2009, 11:39 PM EDT
Sample Scenario:
This takes place in a small city flanked by hills. One side is inaccessible, the other has a steep, but manageable rise and is littered with foliage. It is one of the only ways out of the city. One hundred players.

Weapons, ammo, and grenades will be spread sporadically throughout the environment for use by the players.

Civilians (forty) are randomly spread through the city. Their primary objective is to find as many other survivors as possible, and fight through the zombie infested high ground, to eventually reach the valley exit.

Small military teams (two five man teams) start on the edge opposite edge, where the inaccessible hills are. Their objective is to find several researchers and their vaccine research, then proceed to the higher ground for evac. However, they may be forced to work with the survivors to escape the city.

Zombies, the other fifty players, are spread throughout the entire area.

If the survivors and military personnel make it up to the exit, they meet a dug in force. PMC soldiers hired by the government maintain the quarantine with highground, spotlights, and support weapons. They have orders to allow the military team through, but not the civilians.

You're likely going, What the hell?
The idea is to allow the human players to decide what they must do.
The survivors are obviously not going to like this, and the military units must follow their orders. So a few things can happen.

The military and survivors may slaughter each other, military possibly having PMC assistance.
or
The military can mutiny and try to overcome the dug in PMCs with the assistance of the civilians.

Regardless of what they chose to do, the zombies will harass them the entire time.

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John_234
John_234
2. RE: Zombie Rules Version #1
Jul 2 2009, 11:17 PM EDT | Post edited: Jul 2 2009, 11:52 PM EDT
A few gameplay gimmicks I haven't decided on implementing or not. Feedback would be greatly appreciated.

-Night Play
Would playing at night add to the mood or simply make the game more dangerous?

-Body Bunker
Basically, a single human can hold a single zombie at bay, or deflect small arms fire with such a shield.

-Melee weaponry
Some zombie games have used foam weapons. You hit a zed twice, anywhere, to kill them.

-Revives
Players can find containers embossed with a red cross. Inside, will be a number of glow sticks on lanyards.
If a player is shot, bitten, etc. and the minute has not passed, another player can "revive" them. They then break a glowstick and hang it around their neck, tape it to their gear, whatever, but it must be in plain view. The idea is that a wounded player would attract zeds, and this is primarily a night game.

-Barricaded Faction
I've run some scenarios where a faction, typically the police, start with fairly minimal weaponry inside of a building. One I like is where they start inside a wing of a police precinct, and must fight outside to enter the opposite wing. Inside, sits the armory, with their full weaponry and some ammo.

-Rescue
The example above is such a scenario: rescue a certain person or item and escape the city.

-Insertion, bombs.
This would be the human players arming a bomb to destroy the infestation, finding a vehicle to escape a city, or otherwise scenarios that involve fighting deeper rather then escaping.

-Area Defense
Think of this as a Left 4 Dead finale. The players finish their objectives, and must hold their ground from the zombies. Typically, the zombie rules are changed at this point so they spawn faster, stay down shorter, etc.
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MajorDamage
3. RE: Zombie Rules Version #1
Jul 2 2009, 11:19 PM EDT | Post edited: Jul 2 2009, 11:19 PM EDT
estimated amount of players? Do you find this valuable?    
John_234
John_234
4. RE: Zombie Rules Version #1
Jul 2 2009, 11:53 PM EDT | Post edited: Jul 2 2009, 11:53 PM EDT
"estimated amount of players?"
Added more content.
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John_234
John_234
5. RE: Zombie Rules Version #1
Jul 3 2009, 2:36 PM EDT | Post edited: Jul 3 2009, 2:36 PM EDT
Any comments? Do you find this valuable?    
Whybother08
Whybother08
6. RE: Zombie Rules Version #1
Jul 3 2009, 7:18 PM EDT | Post edited: Jul 3 2009, 7:18 PM EDT
Seems really well thought-out and bullet-proof. Wish I could play. That would give me a reason to buy that airsoft sawn-off shotgun. Do you find this valuable?    
John_234
John_234
7. RE: Zombie Rules Version #1
Jul 3 2009, 8:14 PM EDT | Post edited: Jul 3 2009, 8:14 PM EDT
Yeah, I've drawn it out, scrapped redone.
My goal is to run some smaller games with similar rules to see if people like them, then move onto larger, organized games.
Perhaps even under the ZSDW name.

So any other input on this?
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John_234
John_234
8. RE: Zombie Rules Version #1
Jul 4 2009, 3:29 PM EDT | Post edited: Jul 4 2009, 3:29 PM EDT
Bump? Do you find this valuable?    
Freelancer47
Freelancer47
9. RE: Zombie Rules Version #1
Jul 4 2009, 3:42 PM EDT | Post edited: Jul 4 2009, 3:42 PM EDT
"Bump?"
Bump!!! Training (and fun games!) are important. I support your take on this John 234.
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John_234
John_234
10. RE: Zombie Rules Version #1
Jul 4 2009, 3:48 PM EDT | Post edited: Jul 4 2009, 3:48 PM EDT
Right now, I'm trying to decide if players should be allowed to commit suicide or not.....
By that, you can "kill yourself" and keep from being a zed.

And if hand grenades should be allowed...

Thoughts?
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Freelancer47
Freelancer47
11. RE: Zombie Rules Version #1
Jul 4 2009, 3:51 PM EDT | Post edited: Jul 4 2009, 3:51 PM EDT
"Right now, I'm trying to decide if players should be allowed to commit suicide or not.....
By that, you can "kill yourself" and keep from being a zed.

And if hand grenades should be allowed...

Thoughts?"
I'm going with a "negative" on this... keep people fighting. It show's their strengths & weaknesses in a scenario like this. Grenades: sure. But ONLY to incapacitate a Zed for something like 5-10 seconds. NO SUICIDES.
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John_234
John_234
12. RE: Zombie Rules Version #1
Jul 4 2009, 3:57 PM EDT | Post edited: Jul 4 2009, 3:57 PM EDT
hm......good point....
Perhaps they could do it, but they'd have to be a zed anyway? I mean, for a point of personal satisfaction.\

Grenades would mostly be for combating other humans and the like. I mean, since the zombies technically never "die" anyway, if it hits, it counts.

Freelancer, what do you think of the ideas in the third post?
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Freelancer47
Freelancer47
13. RE: Zombie Rules Version #1
Jul 4 2009, 4:22 PM EDT | Post edited: Jul 4 2009, 4:22 PM EDT
"Freelancer, what do you think of the ideas in the third post?"
I like the play ideas. I really do. Here's my input:
1) Yes, and Yes. It would add on to the mood, and make it more dangerous. but at the same time: are you going for fun or for 'training'?
2) It's good for fun... but not for training. Do YOU want to hold a zombie for defense?
3) If you modify the game. 2 hits to the upper torso and below, one hit to the head. Remember: SOFT STRIKE! You're not trying to kill your buddy from Biology 101
4) too difficult & too much of an opportunity to cheat. You would need a few O/C's for this. In day light conditions this would be OK, but I would be suspect in night.
5) I like this one the most. It keeps people on edge & makes them motivated to move to a more secure facility.
6) GREAT! Place a time frame for the scenario. If it's a person: 3 minutes 2 hands on. If it's an Item: 5 minutes. For People: it helps them understand the Idea of the importance of 1 person (Leave no one behind). If it's an Item, Get what you can & Bug-Out.
7) Add the difficulty of the numbers. One survivor vs 4 or more of the undead. Undead can come back with in a certain amount of time. Of Course, make one of the survivors the main guy/gal to put 2 hands on the device. As far as working into the infested area, I'm not sure of the rules I would make...
8) the lamest of all of these. You're not really learning anything. I'm sure it would be fun, but a "Capture the Flag" type game would have more effect.

I hope this helps,
Freelancer47
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Freelancer47
Freelancer47
14. RE: Zombie Rules Version #1
Jul 4 2009, 4:23 PM EDT | Post edited: Jul 4 2009, 4:23 PM EDT
Also, O/C means "Observer/Controller". Think referee. Do you find this valuable?    
John_234
John_234
15. RE: Zombie Rules Version #1
Jul 4 2009, 4:32 PM EDT | Post edited: Jul 4 2009, 4:32 PM EDT
-This is going to be a walk on event, I want it to be as fun as possible.

-Mostly for fun thing.

-I saw two hits with a melee weapon to prevent someone from trying to bash brains in.

-I plan for having O/Cs anyway, but yeah, good point.

-Good point for having unbalanced numbers. General play however, will have even teams. Reason being, I want to make the human job difficult for once, and I intend on switching the teams halfway through the day.
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thebayouboy
thebayouboy
16. RE: Zombie Rules Version #1
Jul 4 2009, 4:39 PM EDT | Post edited: Jul 4 2009, 4:39 PM EDT
How is a kill confirmed? Do you find this valuable?    
John_234
John_234
17. RE: Zombie Rules Version #1
Jul 4 2009, 4:41 PM EDT | Post edited: Jul 4 2009, 4:41 PM EDT
"How is a kill confirmed?"
Two hits to the tin plate.
Airsoft works off of the honor system anyway, but you can hear the BBs striking the plate very clearly.
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thebayouboy
thebayouboy
18. RE: Zombie Rules Version #1
Jul 4 2009, 4:46 PM EDT | Post edited: Jul 4 2009, 4:46 PM EDT
Thanks, I've never used one so wasn't sure how hard they hit. I would greatly prefer that to paintball, less mess. Do you find this valuable?    
John_234
John_234
20. RE: Zombie Rules Version #1
Jul 4 2009, 4:55 PM EDT | Post edited: Jul 4 2009, 4:55 PM EDT
By the way guys, if you want to see some vids of these kind of games, I posted a thread with video links.
http://www.zombiesurvivalwiki.com/thread/3030680/Zombie+Scenario+Videos.
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