Here are my proposed rules for a zombie game that may or may not happen in the future. All I am looking for here is feedback on them. I would actually prefer criticism if you have any as it will give me a chance to fix and problems I've missed. There are probably spelling errors, rules loopholes/inconsistencies, etc. that still need to be ironed out.
The game is completely in the air and nothing it concrete right now as I need to a find a field that will let me host a 1) loud, 2) airsoft, 3) night game 4) with zombies, 5) without a bunch of restrictions (PM me if you any ideas).
This is in no way affiliated with Zeonprime's "Zombies!" series or The Saint's "Longest Night" game.
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Backstory
Civil War
All out civil war rages in North America because of the United States’ insistence in fighting three wars simultaneously (Iraq, Iran and North Korea).
Local police forces, already weakened from members being drafted into the military, were unable to settle the local populations and the entire country began pulling itself apart. Canada and Mexico followed shortly afterward because of their politicians unquestioningly backing the US and soon all of North America was soon bathed in conflict.
While chaos reigns across the continent, several groups emerged. Most were small organizations composed of ex-soldiers, police, militant civilians, etc. from any of the three countries who pooled their resources to survive the anarchy surrounding them.
Project Thunderbird
Unbeknownst to the US military or its civilians, the CIA had been experimenting with mind control techniques from the start of the US-Iran war. They realized the US military could not win the wars through conventional means with troops so thinly spread. At the start of the North American Civil War the best candidate was project “Thunderbird”.
A virus was created which allowed the infected to be controlled by a radio signal so when the time came, the enemy could simply be ordered to stop fighting.
Using a human carrier, the virus would be transferred via any living human cell (skin, blood, saliva, etc.). Once infected, the subject would mindlessly try and infect as many people as possible. The human carrier would also gain extraordinary regenerative, sensory, and hunting capabilities to help the spread of the virus.
It was also found that the test subjects used in the trials who had extremely high levels of the virus in their system (Supercarriers) could heal and even bring other infected persons back to life simply by touching them and transferring some of their cells to them.
Infection
As the civil war was heating up, the CIA decided to transfer facilities to avoid a growing tension between two rival groups in the area (Team A and Team B). Unfortunately, as the transfer was in progress, the tension exploded into an all-out turf war and the last helicopter carrying the Supercarriers, several cases of the virus and its cure was shot down.
The CIA facility was overrun soon after and both sides learnt of project Thunderbird but by then it was too late. Both factions raced off to find as much cure as possible to protect themselves from the Supercarriers who were now running free…
Objectives
Primary
Team A – Have the most cure items by the end of the game
Team B – Have the most cure items by the end of the game
Zombies – Infect all the humans.
Hillbillies – Balance the game.
Secondary Objectives
Find the Pilot
The pilot of the downed helicopter only a mercenary (hired because of dwindling manpower in the home country). He/She will join any side that finds him/her first. The pilot also grabbed a box of cure items on their way out and has stashed them somewhere and will tell whoever finds him/her first.
Find Melee Weapons
In experiments, it was found that the best method for fighting the zombies was dismemberment, even though the zombie would grow the lost limb in a matter of minutes. Luckily, the locals are big weapon enthusiasts and have many simply lying around for whoever finds them first.
Find the Traitor
Both teams have a traitor/spy whose one goal is to help the other side as best they can. As soon as the traitor is discovered, they will activate their true team’s glowstick colour and rejoin the other side.
Game Rules
General Rules
- 18+
- 350fps max.
- No mercy.
- Players may swap ammo as they see fit.
- No outside ammo is allowed for this game.
- Semi-auto only for everyone but support gunners.
- No lasers.
- Flashlights are allowed but only mounted on guns.
Teams
Team A
-
Red glowsticks in use when alive.
- Must have
green glowsticks as well for when they are DEAD or have been turned into zombies.
- 300 rounds per player. Including support gunners.
Team B
-
Blue glowsticks.
- Must have
green glowsticks as well for when they are DEAD or have been turned into zombies.
- 300 rounds per player. Including support gunners.
Zombies
- You only use
green glowsticks when DEAD or STUNNED, otherwise, no glowsticks.
- 2 levels of zombie. Recently Infected Humans (
“RC’s”) and Supercarriers.
- Supercarriers must have full-face masks.
Hillbillies
-
Purple glowsticks when in play,
green glowsticks when STUNNED or helping players.
- Must have full face masks and walkie-talkies of the same frequency.
- No ammo cap.
Fighting Rules
-Whenever ANYONE is DEAD or STUNNED, they must deactivate their regular glow stick and activate their
green glowstick. Anyone with a green glowstick cannot shoot or be shot until they activate their regular glowstick.
Melee Rules
- To melee a zombie, hold a designated melee weapon against them for 3 seconds while the zombie is STUNNED.
- Cure items count as 1-shot melee weapons. If used on an RC, they become a Human again instantly (they may gather weapons before returning to the game). If used on a Supercarrier, they are DEAD.
Human Respawn
-If shot once, you are immobile for 5 minutes. You are allowed to use any of your weapons but you must drop to the ground. You may be moved by teammates as long as they support you with 1 hand. If you are brought back to your base you are fully healed.
-If you are shot a second time or in the head, you are DEAD. Activate your
green glowstick, walk back to your base and respawn after 1 minute.
-If you are shot in your base, you are DEAD. Find the nearest hillbilly and respawn after 1 minute.
Zombie Respawn
- If shot, you are STUNNED for 30 seconds. After which, deactivate your glow stick and re-enter play with a 5 second invulnerability.
- If melee’d or have had a cure item used on you, you are DEAD for 5 minutes (non-stackable). After which, turn off glow stick and re-renter play with a 5 second invulnerability. If you feel you are being camped, move somewhere safer to respawn.
- If you are DEAD, you may be revived by a Supercarrier if they place a hand on you for 5 seconds.
Hillbilly Respawn
- May not be infected (the meth kills the zombie virus).
- Whenever shot, you are STUNNED for 15 seconds (again, it’s the meth). After which, deactivate
green glowstick, reactivate
purple glowstick and re-enter play.
Zombie Rules
Infection Rules
- Infection with 1 second touch. Human now has 5 minutes before INSTANTLY turning into a zombie. IMMEDIATELY turn off glow stick and become a zombie when this happens.
- Zombies kill humans with a 3 second touch. Human is then IMMEDIATELY a zombie and must turn off glow stick.
- After you have become a zombie, you may activate your green glow stick and put your weapons in the safe zone or your base but you cannot be healed during this time. Return to the spot where you were infected and re-enter play.
- Hillbillies cannot be infected by zombies.
Using Cure Items
- You may only cure RC’s. “Curing” Supercarriers count as using a single-shot melee weapon.
- You may only cure an RC after they have re-entered play from stashing their weapons.
- Zombies must be DEAD or STUNNED when curing them.
- Whenever a cure item is used, dispose of the liquid inside and give the empty syringe to the next Hillbilly you see.