NERF PvP: Tac Ops

So you gather your NERF Larping group for a game of HvZ, but everyone is decked out with NERF gear and nobody wants to be a zombie… it’s time for PvP Tac Ops! 



We are sharing some basic NERF PvP mission types for human vs human foam combat action. These are great for short day games OR as fireteam-building side games during an HvZ event. They can and should be adapted and expanded upon to fit your play style or storyline.


STRUCTURE:

Players will form up at the start of the game and will be split into two teams: The Insurgents and the Special Ops Force (SOF). These teams will remain in place for the rest of the game.

Each Team is allowed 2 medics and is lead by a team leader. There will be 4 missions with a description of each below.



The game’s moderator will set up a sign in sheet for players to leave their phone numbers. Each Team will receive group text messages at the start of the round with their mission briefing. The moderator will also do a brief run down of the below rules at game time.



WHAT TO BRING:

·         Bring a Foam Blaster (disc guns are OK). Blasters can be modified (subject to approval by Moderator/Organizer) but darts must not be modified in any way. (required)

·         Foam Knives (blades 1 Foot or less in length) are allowed to be used with Blasters. If a player brings a Sword (blade more than 1 foot in length) and wants to use it during a mission, they will be allowed to use the sword as long as they do not use any other weapon while the sword is equipped. (encouraged but not required)

·         Bring a good deal of ammo. Sock Grenades (balled up clean socks) are also allowed and do the same damage as darts. (required)

·         Bring a bandana. (required)

·         2 way radios. (not required but very helpful)

·         A friend who has never played TacOPS before. This will enter both the new player and the returning player who brought them into a raffle for a super power, to last the entire game (very much encouraged!)



TEAMS, CHARACTERS & RULES

SOF: The Special Operations Force wear their bandanas around their arms or wear military fatigues.

INSURGENTS: The Insurgents wear their bandanas around their heads or wear ski masks.



STUN TIMES AND DEATH:

Players hit by darts are downed and must drop to a knee to start a numbered, audible count. During this count, a medic from the downed player’s team can heal  them. This is done by touching the downed player’s shoulder and holding their hand in place for a three (3) count. The medic must remain standing and neither the player nor medic can defend themselves during this time.


If a player is not healed within the allowed time, they have died and must respawn.  They do this by walking in the opposite direction of the game action, until it is out of their line of sight, before returning to play. Each player is allowed one (1) respawn per round.


SUBTLETIES:



·         Medics can only be healed by Team Leaders and cannot heal other medics.

·         If a Team Leader (designated at the start of the game) is killed ( during a mission, the team that killed them rolls the Dice of Consequence for a bonus applied to the next round.

·         Players struck with foam knives must automatically respawn.

·         Except to use the restroom between missions, players cannot enter the campus.

·         Don’t shoot civilians! Our host is gracious in letting us host this game so leave the non-combatants out of the action.


MISSION 1: Hit List

OBJECTIVE: The SOF needs to eliminate three (3) Insurgent High Value Targets. These HVTs will be identified with a small red, duct tape X on their torso. The Insurgents will have a 5 minute period of immunity at the start of the mission to strategize. The HVTs are unable to hide in bushes or run inside the campus’ buildings at any time.  

Time Limit: 35 mins

Victory Conditions: SOF wins the mission if they kill two (2) of the three (3) HVTs.


MISSION 2: Rocket Man

OBJECTIVE: The Insurgents have been troubled by a SOF mobile rocket launcher. This “launcher” (a SOF player)  will be equipped with a Nerf gun (to be determined) and can only  move when a teammate holds their hand on the launcher’s shoulder while walking or running. The launcher can fire while standing still or moving, but must stand still when not touched on the shoulder or when their teammate stops moving.

Time Limit: 30 mins.

Victory Conditions: Destroy the Rocket Launcher. The Rocket Launcher can only be destroyed by hitting the launcher on the torso with a special weapon.


MISSION 3: Break Out

OBJECTIVE: SOF has a squad of Insurgents (who will be marked with Xs) pinned down in a tactical position and is tasked with blocking their escape.The bulk of the Insurgents not in this position will be tasked with extracting the isolated squad to a safe zone before time runs out.

SOF cannot enter this position for the first 15 minutes of the round, though both teams will be able to score hits during this time. They cannot leave this position without being high fived by a fellow Insurgent not from their squad.

Time Limit: 30 mins.

Victory Conditions: The Insurgents must successfully escort at least 50% of the isolated squad to an extraction point.


MISSION 4: Hostage Rescue

Objective: Everybody’s favorite mission is back! The SOF must retrieve and escort a hostage (player from their own team who is unarmed, unable to die and is able to move in the same manner as the Rocket Launcher) to an extraction point. The Hostage will start the mission with the Insurgents, who are unable to move the Hostage after the mission starts. Mayhem and Foam all in the same place!

Time Limit: 30 mins

Victory Conditions: SOF escorts the hostage to the extraction point in the allowed time.