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Special Farces Team/Game type
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old_man_nerf
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Joined: 25 Jan 2013
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dabrad89 wrote:
Justajolt wrote:
How about a mele only ninja class? I can dream... Or move down under...


I like the sound of this


Those Aussie games that Mr jolt is dreaming of have an age limit on them (over 16's possibly but I'd need to check) that we have yet to enforce. Much like green cloaks where they also enforce checking of the weapons in use.

There's no way I'm risking bopping any of the kids that turn up to GuN either intentionally or otherwise - that's a lawsuit waiting to happen!

If we can filter out the juniors and get sufficient victims/participants/lawsuit friendly adults to play then melee might stand a chance.....
Mon Aug 22, 2016 11:02 am View user's profile Send private message Visit poster's website
Justajolt
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BGUK Wrote: a full day or something similar...
Like a full on Nerf competition??? BGUK, you are being every so slightly geniusful! This keeps getting better...

OMN Wrote: don't want kids bopping each other or something similar...
Yeah... I agree. I don't want lawsuits either.

I think the idea of a competition is amazing! I think I've just grasped where this is going and it's exciting!

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Mon Aug 22, 2016 11:10 am View user's profile Send private message Visit poster's website
The Dark Kitten
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If this goes full on i may have to call in some favors to get over to Leeds!
From just browsing over this it sounds full on Auzzy and sounds pretty good.
Melee is a hard topic.  Mainly when people are twits and abuse it but in the right hands its safe and usable (cough Jolt cough cough)

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Mon Aug 22, 2016 11:16 am View user's profile Send private message Send e-mail
old_man_nerf
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Joined: 25 Jan 2013
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If it's in Leeds and we are going full on melee then let's not mess about. Everyone down the royal armouries tilt yard and have at it!

Smile
Mon Aug 22, 2016 12:50 pm View user's profile Send private message Visit poster's website
dabrad89
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Joined: 30 Dec 2015
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Had Someone been playing Team Fortress or Overwatch when they came up with this

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Mon Aug 22, 2016 2:25 pm View user's profile Send private message
Twibz
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Joined: 10 Sep 2014
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Fav. Blaster: Alpha Trooper, Stampede. Roughcut, Rapidstrike.
Location: Blackpool



Post Reply with quote
dabrad89 wrote:
Had Someone been playing Team Fortress or Overwatch when they came up with this


My fellow Blackpudlian Kib and I had recently finally finished Conflict: Desert Storm on the PS2. Then we went to GuN, got drafted into the Special Farces, and the rest has turned into something beautiful that everyone can enjoy.

I'm so proud

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blindgeekuk
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dabrad89 wrote:
Had Someone been playing Team Fortress or Overwatch when they came up with this


Lol, nope. I am not a pc/console gamer in the slightest. If anything, these are roughly based on the last good multilayer game I played on the original Xbox, conflict desert storm, which had a rifleman, machine gunner, sniper and demolitions players iirc

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Mon Aug 22, 2016 5:27 pm View user's profile Send private message Visit poster's website
blindgeekuk
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Having mulled this over for a few days while moving, I think this is pretty much the final rules that i'd want to do - I see Special Farces as a kind of VERY lite introduction to LARPing, a way to try melee, and a way for the adults to have a more tactical game. I've designed the rules to be a step up from the standard GuN ones, without being overly complex.




Special Farces is a new team deathmatch game type with LARP-like elements for use at Grim Up Nerf, and other UK Nerf Wars.

The principle of Special Farces is that it is a Team based game with defined player roles, in a competitive environment, either against other team or against 'the enemy' played by the other event attendees

Special Farces uses a slightly different hit/death system than the usual rules of a Grim Up Nerf event. Different ammo types deal different amounts of damage, and players have multiple hit locations, and can take multiple hits before respawning.

Special Farces teams will be judged based on their ability to complete set missions, how successful they are, and how fast they complete the missions.

Ammo:
Standard - Elite darts, rivals ball, vortex discs, boomco darts
- These all deal 1 point of damage to the target
- Players are limited to 75 standard ammo by default
High Calibre - Mega darts
- These deal 2 points of damage to the target
- These damage and destroy body armour and shields
- Players are limited to 24 high calibre ammo by default
Explosives - Titan missile, Demolisher missile, Sock grenades
- These deal 2 points of damage, AND force an immediate respawning
- These damage and destroy body armour and shields
- Players are limited to 3 pieces of explosives ammo by default
Melee - Nerf melee weapons, Larp safe foam weapons
- These deal 1 point of damage
NOTE: Ammo cannot be scavenged off the floor during a game

Hits:
All players have 2 respawns, for a total of 3 lives
All player can take 2 points of damage before being considered out of action.
The first point of damage disables the location hit -
Legs/Feet - the player is unable to crawl, walk or run
Arms/Hands - the player must lower their weapon and cannot fire it
Head - the player can no longer see, hear, or talk
Body - the player can no longer run
The second point of damage disables the player fully. They must go down on one knee and raise a hand to signify they need healing. The player starts counting, if they reach 30 without being healed, they can choose to respawn immediately and lose one of their lives, or remain where they are and wait to be healed
Any player who loses all 3 lives during a game is considered dead and loses all gained experience
Any player who is disabled and down on one knee at the end of the game is considered dead and loses all gained experience

Skills:
Special Farces has several skills, that come as standard for specific classes, and can be unlocked for players by successfully completing Special Farces games. All players have the Pistols skill. When using a skill which has a 15 second count, the player must declare the skill they are using and count to 15, they then have an additional 15 second cooldown until the skill can be used again.

Backstab - when players with this skill make a melee/karate chop attack against an unaware opponent, it counts as a kill and forces an immediate respawn
Body Armour - players with this skill can wear body armour. Body armour allows the player to ignore shots from standard ammo that hit the armour. Body armour is damaged/destroyed by high calibre and explosives ammo and subsequent hits damage the player as normal
Communications - players with this skill can carry and use walkie talkies and other communications devices
Demolition - players with this skill can use explosives or melee weapons to open locked doors. Using demolitions requires the player to count down from 15 and shout BOOM at the end of the countdown to unlock the door.
Drag To Safety - players with this skill can hold onto a disabled player, and allow them to move for up to 15 seconds
Engineering - players with this skill can repair items such as shields or body armour during the game, and can diffuse or set tripwires or bombs. Using engineering takes 15 seconds.
Exotics - players with this skill can carry and use weapons that fire exotic standard ammo such as vortex discs, rival rounds or boomco darts
Explosives - players with this skill can carry and use explosives, such as sock grenades, or weapons that fire demolisher missiles
Extra Ammo - players with this skill can carry double their usual ammo limit, so 150 standard rounds, 48 high calibre rounds, 6 explosives rounds
First Aid - players with this skill can administer first aid to other players. First aid on a player takes 15 seconds and restores them back to life without using one of their respawns
Full Auto - players with this skill can carry and use full auto blasters
Hacking - players with this skill can use a portable computer to connect to in game systems to retrieve information and bypass electronics. Using hacking takes 15 seconds
High Calibre - players with this skill can carry and use weapons that fire mega rounds
Lockpicking - players with this skill can carry and use lockpicks. Lockpicks takes 15 seconds and allows the player to unlock doors`
Melee - players with this skill can carry and use melee weapons
Observation - players with this skill can call out if they think a shot hit a target and they think the target ignored it
Pistols - players with this skill can carry and use single shot pistols and front loading revolvers with a capacity of up to 9 rounds
Rifles - players with this skill can carry and use clip fed, single shot springer blasters such as the EAT, Retaliator, Slingfire or Rampage, that have been built for accuracy/range
Semi Auto - players with this skill can carry and use semi auto flywheel blasters
Shields - players with this skill can carry and use a riot shield. Riot shields block all standard ammo shots that hit them. Shields are damaged/destroyed by high calibre or explosives ammo and must be dropped  
Shrug It Off - players with this skill can continue to use the body part that was hit when they take their first point of damage
Shotguns - players with this skill can carry and use shotgun weapons such as the roughcut, barrel break, sledgefire, diatron, or atlas, i.e. any weapon that fires more than 1 round per prime. Shotguns can be used to open locked doors, and requires the player to place their blaster against the door and fire at least 2 rounds, and shout BOOM.
Triage Point - players with this skill can stand still and declare their location as a temporary respawn point. While they count to 15, any team member respawning can choose whether to respawn at the teams starting point, or the players current location.
Weaponsmith - players with this skill can use any weapon type that is not covered by an existing skill, such as stringer's, flip based blasters, or front loaders with 10 or more round capacity

For groups which have chosen not to use larp melee weapons, replace the melee skill with:
Karate Chop: in close proximity/touch range, a player with this skill can make a hand chop gesture and shout "karate chop" to do 1 hit to the nearby target

Classes:
All players start with the Pistols skill, and can carry upto 75 rounds of ammo
Players can choose to build their own character by choosing 3 skills, or can pick from the following pre-defined classes

Rifleman - Rifles, Semi Auto, Communications
Sniper - Rifles, Communications, Observation
Medic - First Aid, Triage Point, Drag to Safety
Scout - Observation, Karate Chop, Communications
Sapper - Explosives, Demolitions, Shotguns
Heavy Gunner - Full Auto, Extra Ammo, Body Armour
Engineer - Engineering, Lockpicking, Shotguns
Logistics - Extra Ammo, Engineering, Communications
Captain - Triage Point, Observation, Communications

Equipment:
Special Farces uses standard Nerf blasters.
If your skills requires special equipment, such as a medical first aid kit, or engineering toolkit, you are expected to carry a larp safe prop to signify it, and have this in your hand while doing your 15 second count.

The following are special case equipment:
Body Armour - to count as Body Armour, it needs to be an obvious tactical vest, or have hardened armour plate like sections. Motorcycle jackets, Blastersmiths tactical vests, Boomco Halo armour, or Airsoft armour counts.
Melee weapons need to be Nerf branded or larp safe, homemades are not allowed. Proper training in the use of melee weapons should be provided and always pull your blows...
Shields - Shields must be foam fronted, and foam edged. They cannot be used as a melee weapon.
Stimpack - Players can choose to carry up to 2 stimpacks, A stimpack allows the player to respawn where they are, using one of their lives. Stimpack props should be a plastic syringe, or used plastic glowstick

Edit: updated with the latest rules that we've tweaked wording on via the GuN google drive - edits to Extra Ammo, notes on ammo scavenging, shield/armour damage, engineering, new/updated classes

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Last edited by blindgeekuk on Tue Sep 06, 2016 11:17 am; edited 3 times in total
Sun Aug 28, 2016 10:01 am View user's profile Send private message Visit poster's website
Dustybin
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Sounds interesting, any idea when this might be used?

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OldNoob wrote:

Even I own 4 mega blasters. Just remember every time you rebarrel one a unicorn dies. Fact.
Sun Aug 28, 2016 10:47 am View user's profile Send private message
blindgeekuk
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Joined: 31 May 2015
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I'll have a chat with the other GuN organisers, and if we're in agreement, we'll try and fit a game or two in at GuN9

Theres a couple of things I'm still pondering, like  high calibre ammo limit (24 to cover the mastodon), and whether the pistols round limit should be 9 or 10 as it affects where the rotofury (in elite or mega format) sits - should it be a blaster covered by the Weaponsmith skill

To put things in context, I would go custom build, pistols, semi auto, explosives, body armour in order to use Bertha

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old_man_nerf
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Can't really see the rotofury being a pistol - we view it in our house as a shotgun style blaster with very much a two hands on operation, even with elite darts.
Sun Aug 28, 2016 3:43 pm View user's profile Send private message Visit poster's website
Dustybin
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I think that the observation skill should allow the player to see a weakness in the enemy and exploit it, causing a 1-hit kill on that player and a forced respawn.

I would like to see a skill along the lines of a "for Queen and country!" which could improve morale among nearby allies and allow them to continue on despite injuries: if shout in the leg, the player should be able to limp and if they are shot in the arm then they can't use rifles, just pistols.

Also head shots should be an instant kill and a forced respawn.

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OldNoob wrote:

Even I own 4 mega blasters. Just remember every time you rebarrel one a unicorn dies. Fact.
Sun Aug 28, 2016 8:06 pm View user's profile Send private message
blindgeekuk
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The rules will need to be tested, and stuff like observation might change as a result.

I've actually got some notes on a captain class with morale based skills, but I honestly think there's enough ways to keep fighting, and I want dying to be a serious risk.

As for headshots being insta kills, nope. With that kind of rules, you make headshots a tempting thing and I'd rather ban them totally

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Last edited by blindgeekuk on Mon Sep 05, 2016 9:20 am; edited 1 time in total
Sun Aug 28, 2016 8:22 pm View user's profile Send private message Visit poster's website
Seiryuu
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Would being a multi-ammo bowman prevernt me from using any skills besides High Calibur (my bow fires large darts), Exotics (they're not modern large darts and it doesn't cope well with elites) and Weaponsmith (it's a stringer) as my three skills?
Mon Aug 29, 2016 12:15 am View user's profile Send private message
blindgeekuk
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Location: Leeds, UK



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If that's the bow I think you've brought before, then i'm happy to classify it's as the equivalent of mega darts, so it'd just need High Calibre, Weaponsmith. Take Full Auto for that terrifying air pump blaster of yours!

For anyone pondering it, a Mastadon would need High Calibre, Full Auto, and Extra Ammo so you can refill it's drum!

I am wondering what a Pistols, Shield, Body Armour, Shrug It Off player would look like

Edit: For groups such as GuN who are unwilling to use larp melee weapons, replace the melee skills with:
Karate Chop: in close proximity/touch range, a player with this skill can make a hand chop gesture and shout "karate chop" to do 1 hit to the nearby target
Mon Aug 29, 2016 6:52 am View user's profile Send private message Visit poster's website
NorthernWarrior
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Not to be annoying but none of my friends can make it so I need a squad for this please if that's possible


Fri Sep 09, 2016 2:56 pm View user's profile Send private message
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