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zombie

apocal
ypse
airsoft
event
A Proposal by
Robert Sullivan and Jon Bousie
Introduction
This is a proposal for an airsoft event based on the idea of a zombie outbreak.
Most modern day young adult males are fascinated by zombies in some way and
as airsoft fans, we think it would be great to combine the two into a weekend
long event. The idea for this event is not just to have a good time airsofting, but
to raise money for a charity we have not decided upon yet. Some of the raised
money will be given to you for fees etc, but we hope to raise a decent amount of
money to donate.
Story
Insert here...should try to mention special characters who will have to be
represented in games...next few pages are for the 3 non-infected
factions...maybe it’d be worth just listing overall objective for each
faction....i.e....survivors looking for an effective way out of the city...military
needing to get to zee choppa and mercs having to find scientist...maybe even
have it so that civilians find the scientist and mercs need to get him from them
Survivors
Brief story about the survivors and character details

Dress Code

-Normal Civilian Clothes e.g. Jeans, tracksuits etc

-No Ghillie suits or webbing/assault vests. One item of camoflage is ok, so


trousers, jacket or shirts

-Try to look as much like a civilian as possible

Weapons

-Pistols

-Machine Pistols

-Shotguns

Ammo Limits

-All the ammo you can carry (no rucksacks allowed)


Army
Brief story about the Army and character details

Dress Code

-Woodland, Desert or Urban camoflage only

-Boots only

-No Ghillie Suits

-Preferably have webbing/assault vest

Weapons

-Assault Rifles

-Sub Machine Guns

-Pistols

-Heavy Machine Guns

-No Ak’s

Ammo Limits

- 2 Boxes max for HMG’s

-Undecided on rest
Mercenaries
Brief story about the mercenaries and character details

Dress Code

-All black

-Urban camo allowed

-No Ghillie Suits

-Preferably have webbing/assault vest

Weapons

-Assault Rifles

-Sub Machine Guns

-Pistols

-Shotguns

Ammo Limits

-Undecided
Infected
The infected are those that have succumb to the virus. They are shambling flesh
eating monstrosities. However, they have been known to run at high speed at
intervals.

Rules for all types of Infected

-To infect a survivor you must touch them with both hands on the body

-When hit the infected can do whatever it wishes to represent its death. Whether
its raising its hands and saying hit or falling to the floor in a dramatic fashion.
When killed the infected return to their nearest spawn point and receive an
instant spawn, although they must walk back to the spawn location

Rules for Infected

-Once infected, a player must put on the red sash. When walking to respawn
point the player must remove the sash and hold it above their head.

-May only walk/shamble until survivor is in view at which point he may walk at a
fast pace, but no jogging/skipping/running

-10 minutes after the game starts, a marshall sounds a horn. For 5 minutes
following this horn, the infected are allowed to move as fast as they want, full
sprint if wanted. After the 5 minutes has passed, the marshall will sound a
double blast on the horn. Infected return to their restricted speeds. After 10
minutes the horn is sounded again to signify the infected speed restrictions
being lifted again. Repeat this process until the game ends.

-Not able to talk about plans of attack, that is not to say you cant talk about
sports or whatever your hobby may be

Rules for The Alpha Infected

Having time for the virus to mutate their bodies the Alpha Infected are alot more
resilient than the regular infected, almost to the point of invulnerability.

-The Alphas are the starting infected. These are chosen at random or by people
volunteering.

-Alpha infected are able to walk as fast as they can at all times, however, they
gain no benefit from the infected horn blasts. This is to represent the increased
bulk of the alphas.

-Only type of infected allowed to talk to other infected about plans of attack
enemy positions etc

-Provided with protection for chest, front of legs and arms. Only way to be killed
is a shot to the back
-Can revive any infected walking to respawn by a two handed touch, however
this can only be done 10 metres from any doorway
Missions
Obviously not everyone wants to spend their entire time as a zombie so I was
thinking if we run 8, 2 hour long rounds over 2 days then after each round any
infected can return to their original team. As for Alphas, if we take 1 from each
team then numbers should stay pretty even. As for missions themselves, I think
we should have round based missions for teams to earn points, but also game
wide missions that are critical to a team being able to win.

Here are my ideas for game wide missions:

-Find the fuel – Survivors have found a coach with which they can escape,
however they require fuel. Say they need to have found 24 fuel cans to fill the
coach. Each round there are 8 to 10 scattered around (depends on the size of the
area we play at). So if they get 3 per round then they’ll be ok. Obviously in the
zombie apocalypse fuel would become a finite resource so there is nothing to
stop the other factions taking any fuel they find.

-Assassinate the Scientist – A scientist played by someone that must be


assassinated by the Mercs. He knows the secrets of INSERT EVIL CORPORATION
NAME HERE and the Mercs have strict instructions to kill him and retrieve a data
disk from a location only the scientist knows. So first they have to capture the
scientist and then execute him when the disc is in their possession. The scientist
is able to join whoever he wants. Specifically with this I was thinking have it so
they find the scientist, one round which then triggers the next stage in the
following round which requires them to go in search of the disc. However, we’ll
have to make it so that the scientist starts within range of one of the other
factions and joins with them. For this to work we’ll have to make it clear to
everyone that there will be “characters” scattered around that will require some
roleplaying. Either way, i was thinking with the assassinate part of the mission
(assuming it gets that far), the scientist comes back as an alpha infected who
can run.

-Find the Lieutenant – Believing in the whole leave no man behind motif, the
army are looking for their lost lieutenant. They must first find clues to his
wearabouts before he actually spawns in the game. Could do something similar
with the scientist. So maybe find a walky talky or a map for the following round.
At which point they link up with him. Once they hook up with him they find out
about the scientist and the disc etc, and subsequently try to find him etc.
Obviously if the scientist is already with the military then it may be a bit quick so
it’ll probably be worth putting the scientist near civilians when he first starts.
After this try to find a radio to call in helicopter evac. Then on last round they
must get to zee choppa!

Obviously during each round there will be small missions that apply to these
overall one however we will need missions each round that don’t really tie in with
the story, just basic things like Find Food. Team with the most found food
wins(and they get to keep it too lol). Plus have points for what is found. For
example something small like a chocolate bar is 1 point, but a big multipack of
crisps is 5 points. Just things like this need to be thought of.

I think the imperative thing is that each team gets a pack which lists their main
objectives etc. With the army and mercenaries we could make dossiers on the
Lieutenant and scientist so they know who they are looking for. The main reason
for this pack idea is so that nobody truely knows whats happening. So by having
the scientist go with civilians for example, they will not have a clue that one of
the other parties are looking for him until they come under fire. I just think it
makes it that much better if people are only told a small amount of the large
picture rather than telling them that this is so and so, they are being sought after
by these etc.

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