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Scenarios

6-8 scenarios per session.  Click Here to request a scenario.

 

Alien    Alamo    Bunny    Bounty Hunter    Capture the Flag    Centre Flag    Charge of the Light Brigade    Commander    Down but not Out    Pilot Down    President    Raise the Flag    Team Elimination    Terminator    Traitor    Trophy

 

Navigation Tip:  Click on scenario title to return to top

 

 

-Alien-

Background - An alien ship has landed in a forest near your post. Intelligence has identified the craft as part of the BSS (body-snatching species). Time is crucial as you race to contain a possible disaster. Other marines will join the fray soon, but will it be soon enough?

Setup - 1:6 Alien / Marine Ratio. Aliens get 2 minute headstart. For every one alien, two marines will enter the forest followed by reinforcements every 15 seconds thereafter. If an alien is hit, he is off the field. If a marine is hit, he will put his marker in the air and head to the pre-determined morphing point, where he will be reinserted as an alien.  Marines may not fire on the changing marine while he is in transit, so long as his marker is in the air.  The game is finished when either all aliens are dead, or the marines have all become aliens.

 

 

 

-Alamo-

Background - The year is 1836 and General Antonio Lopez de Santa Anna is at your door. You can die a hero, or walk a legend. Protect the fort at all costs.

See Survivor Hall of Fame

Setup - 1:4 Defender / Attacker Ratio. Defenders will start in provided fort. The game is over when a) the defenders have been massacred, b) the attackers are out, or c) 13 minutes have elapsed and defenders remain.

 

 

 

-Bunny-

Bunny wannabes- click here

Background - It's the annual 'You're a bunny-hunting Hick' convention, and you forgot your shotgun-shells! Lucky for you, your sister called in a favor and your cousin spots you 12 bunny-busters. Use them well!

Setup - 1:4 Bunny / Hunter Ratio. Bunnies will have as many paintballs as they desire and a shield to defend with. Bunnies are give a five minute headstart. Hunters come in together, are limited to 12 shots, and may not borrow. The game is over when the bunnies have been bagged, or when the hunters are hit.

 

 

 

-Bounty Hunter- (Submitted by David)

Background - Here it is! The scenario that you've all been waiting for has finally arrived. You take the role of one of the galaxies most deadly bounty Hunters. Normally you only take specific contracts for customers who want a custom job and are willing to pay a premium price for an expert’s services. Today the situation has changed. A general bounty has been offered that is higher than any other 4 jobs combined, and your services don’t come cheap. Every bounty hunter in the galaxy will be gunning for the same target. This begs the question, should you go it alone? Or risk taking a partner? A partner would increase your chances of surviving rivals and collecting the head of your target. On the other hand how far can you trust anybody? Will you and your partner collect the bounty only for you to be betrayed at the last moment? Or perhaps your partner will suffer an unfortunate accident? (All surviving members who bring in proof of snuffing out the target will be added to a list of top ranked bounty hunters!)?

Setup - One target is chosen by luck of the draw and puts on an armband. Bounty hunters then have the option of going out in pairs or going solo. Those wishing to get a partner draw cards and matching cards become partners. Hope you get someone you can trust. >=) The target goes out onto the opposite end of the field. The hunters all enter through separate points of the field in search of the target. From here on it is all against all. The person who brings the targets armband out through the designated exit wins. In the case that it is the target him/herself, he/she gets away clean and gets put on the more prestigious (though not as prestigious as the Alamo list) escape artist list. (You must have at least 3 separate interests tracking you to become an escape artist.)

 

 

 

-Capture the Flag-

Background - After many fruitless months of number crunching and debating, our boys back in the lab have discovered a way to completely demoralize the enemy. The mission is simple - sneak behind enemy lines, snatch their colors, and return home.

Setup - Even teams, each side has a flag. The objective is to take the opposing team's flag and return it to your own flag station. The game is over when a team has successfully recovered the opposite team's flag whilst maintaining their own, or a team is completely eliminated.

 

 

 

-Centre Flag-

Background - After many desperate battles to hold the region, a voice breaks through the radio static and you're ordered to retreat. A lump begins to form in your throat. 'Eh hoser, Not without my Maple Leaf, eh?!' you bark back into the radio.

Setup - Even teams. The mission is to lower the flag and...

(PUSH GAME) ...take it the opposing team's base.

(PULL GAME) ...take it back to your own base.

The game is over when with flag in hand, you ring the base bell, or a team is completely eliminated.

See also Raise the Flag

 

 

 

-Charge of the Light Brigade-

Background - It's the American Civil War, your name is Major General George Pickett. You and your men have just been ordered to break through the enemies' front line. Pick up your musket and battle-flag and head to it!

Setup - Even teams. No hoppers allowed - each shot must be hand loaded. Both teams will have flags that will be carried into battle. The first team to reach the opposing team's base whilst carrying their own flag wins.

Note - The typical version of this game we play does not require the removal of hoppers.

 

 

 

-Commander-

Background - It's war, and your commanding officer is a mad man. Despite the persuasive efforts of you and your unit, he won't be talked out of going into battle. Protect your commander at all costs and escort him safely to your objective.

Setup - Even teams, each team has a Commander. The game is over when a Commander is eliminated or when a team has escorted their own Commander to the opposing team's base.

 

 

 

-Down But Not Out-

Background - Your unit has just been assigned a trained EMT capable of giving second life to your soldiers.

Setup - Applicable to most scenarios. One medic per team. When a player is hit, he is to raise his hands above his head and wait. If an opposing team member touches him, he's out. But if the player's own medic reaches him first, he's eligible to continue playing. Limit one second life per player. If medic is hit he must leave the field.

 

 

 

-Pilot Down-

Background - The year is 1965 and you're 8,000 feet above Vietnam. Without warning, anti-aircraft fire bursts in the air in front of you, following by more explosions and your plane shutters. Glancing over your shoulder, you watch in horror as your right wing disintegrates before your eyes. Quickly, you pull the eject lever and are flung violently from the plummeting aircraft. Shortly thereafter, your parachute opens and you float down to earth. Quickly, you transmit your approximate coordinates to HQ, and pray your Marines will find you before the enemy VC do.

Setup - 3:4 VC / Marine Ratio + Pilot. Pilot gets two minute headstart and may carry radio if available. VC enter next followed by Marines at a time determined by a die. Rolling a one allows the Marines to enter at the same time as VC but at a different entry point (Pilot will not know this). Otherwise, Marine delay is determined by roll x 5 seconds. For example, if a three is rolled, the Marines will enter 15 seconds after the VC. The game is over when a) the Pilot is hit, b) the Marines are all out, or c) all VC have been eliminated.

 

 

 

-President-

Background - An essential ingredient to protection is the art of threat assessment, or protective intelligence. As a member of the President's Secret Service, you are responsible for the President's well-being as he takes his daily nature walk. Today, you sense a certain element of danger in the air.

Setup - 1:2 Sniper / Escort Ratio + President. Snipers are given a five minute headstart. Escorts must assist the President to the other side of the forest and back out. The President may carry a pistol if available or is otherwise limited to 10 shots. The game is over when a) the President completes his walk and exits the forest, b) the President is hit, c) all escorts are out, or e) all snipers are disposed of.

 

 

 

-Raise the Flag-

Background - You and your unit have just been assigned the task of securing an area in the demilitarized zone in preparation for a ground invasion. Take the middle ground and raise your flag to signal victory.

Setup - Even teams. The mission is to take your teams flag to the centre of the field and raise it up the flagpole. The game is over when a team has hoisted their flag, or when a team has been eliminated.

 

 

 

-Team Elimination-

Background - An opposing commander has just challenged your CO to a death match, which he accepted. Your job is simply to support the outfit by staying alive and taking out opposing forces.

Setup - Even Teams. The game is over when a team has been eliminated.

 

 

 

-Terminator-

Background - A killing machine has been sent back through time to blah blah blah, you know this one. A major flaw exists in this terminator though - a headshot will render it useless.

Setup - 1:9 Terminator / Human Ratio. Terminators and Humans start on opposite sides of the field. Terminators are only out when they've taken a hit to the goggles - all other hits do not count. The game is over when all Humans have been hit, or when all Terminators are out.

 

 

 

-Traitor-

Background - Sirens wail like tykes in a nursery as you embrace the dark. Once again, the black and whites have been tipped off on one of your fundraisers. Two bad trips in a month is bad dice, but three doesn't happen. You smell a stinker, and you want him out of the lift.

Setup - Teams are determined by drawing playing cards. Each team will have a Captain and a Traitor. The Team Captain will be known but the Traitor will remain anonymous. Players may not show their cards to one another with the exception of Team Captains. The object is to eliminate the opposing team's Captain. Traitors are to take out their own Captain but must not fire on him for the first 10 seconds of a game. The game is over when a Team Captain is hit.

 

 

 

-Trophy-

Background - You just penned in for the most dangerous game. For this one, you will have no allies, no friends, no shoulders to cry on. It's just you, your shooter, and a prize that's worth living for.

Setup - No teams.  All against all. When a person is hit, he is to remove his arm band and hold it in the air. Anyone can take the band regardless of who fired the shot. You may not take bands that have already been captured. The flag from Centre Flag will be on the field and has a 1:3 value - the equivalent of one armband, for every three players on the field. The game is over after 15 minutes or when all players but one have been eliminated.

 

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