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  • Writer's pictureKen Bogedahl

Nerf Wars: Tactical Siege

With us all staying at home to keep safe, here is a variant of Nerf Wars that focuses more on indoor battles and close quarters. Choose your load out and have some fun!



Nerf Wars: Tactical Siege


Introduction

This variation of the Nerf Wars base game allows for close quarters combat, room to room, usually with a distinct attacking and defending team. Depending on the scenario the objectives could be elimination, hostage extraction/protection, bomb diffusion or intel acquisition. Each situation may have specific rules detailed under the respective sections.



Objective

Several different objectives are possible depending on the type of game the group chooses to play:

Classic: Eliminate all opposing players. Unlike the base game, there are no respawns.

Hostage Extraction: The defending team tries to stop the attacking team from rescuing a hostage they have taken to some part of the arena. To extract the hostage the attacking team must lead the hostage by the arm to the deployment/extraction zone

Hostage Protection: The defending team tries to stop the attacking team from eliminating a hostage they are protecting in some part of the arena. The hostage has 3 health and may not move or be moved.

Espionage: Each team has a certain item that they keep in a designated spot of the arena. The first team to retrieve the opposing team’s intelligence item and return it to their deployment zone wins.



General Rules

The general rules of combat are slightly different than the base game and are summarized in the following sections:


Set Up

The play area consists of a predetermined area where the game will be allowed to be played in and a deployment area(s) for the attacking team. During the preparation phase the defending team is given a predetermined amount of time (suggested 30 seconds) to put up barriers close doors and position themselves in the arena. After this time, all barriers are fixed and doors can only be opened. They may not enter the deployment area(s) of the attacking team.


Arena Rules

-Barricades can be moved and doors can be closed during the preparation phase of the game (the first 30 seconds). Barricades cannot be moved and doors can only be opened and kept open during combat.

-No forcefully taking other players weapons, or grabbing them.

-No picking up used ammo on the ground unless you are support class. Grenades may never be reused during a game.

-Eliminated players must sit on the ground and may not communicate the location of any opposing team members until the level is completed or failed. Recon players are exempt from the non-communication rule.

-When revived, the player has only 1 hit of health restored and comes back in the game with the remainder of their load out. If a player was eliminated by a grenade, they may not be revived.

-No weapons or ammo may be acquired or swapped with eliminated players.

-No respawns are allowed during a Tactical Siege game.


Player Class

Each player can select between 4 different classes or a custom built class before the game begins. Each player must make their class known to all players before the game begins and may not switch class mid game. Both teams must agree to the class determinations of each team before the game begins to ensure a balanced game. Beginning load outs can then be determined for each player. The following is a description of each class and their load out options:


Heavy Assault: Usually armed with a high capacity semi-auto or full auto weapon. They have heavier armor and can take 3 hits before being eliminated.

Load outs:

1. Full auto or semi auto weapon with 18 rounds of ammo, rifle stock

2. Grenade launcher with 3 rounds, small pump action sidearm with 6 rounds of ammo


Light Assault: These soldiers specialize in close range combat and stay highly mobile. They can take 2 hits before being eliminated.

Load outs:

1. semi auto or pump action weapon with 18 rounds of ammo, 1 grenade, Extra Magazine with 18 rounds of ammo

2. Dual wield Single shot/ pump action weapon with 12 rounds of ammo, 2 grenades


Support: The medical/defense member of the squad, they have the ability to revive players on the spot, pick up used ammo on the battlefield to supply team mates and carry shields. They can take 2 hits before elimination.

Load outs:

1. Single shot/ pump action weapon with 6 rounds of ammo, revive ability and ammo supply ability

2. Single shot/ pump action weapon with 6 rounds of ammo, mobile shield, revive ability OR ammo supply ability

3. 1 grenade, revive ability and ammo supply ability

4. 1 grenade, mobile shield, revive ability OR ammo supply ability

5. Mobile shield, revive ability and ammo supply ability


Recon: This stealth class is armed with a sidearm or melee weapon only but has the ability to ignore hand grenades. They also have the Recon ability: When eliminated, they can walk around the room and communicate the location of up to 2 opposing team members in that room or visible from that room before sitting down. At which point they can still communicate things visible to them to their team mates. They can take 2 hits before elimination.

Load outs:

1. Small pump action sidearm with 6 rounds of ammo, barrel extension

2. Melee weapon


Custom Classes: If all players agree to allow custom classes, the builds are determined as follows:

Each player is allowed up to 5 loadout points. Loadout point values are given in the tables below for each loadout item group:

Abilities (2 points each):

Ammo supply

Revive

Extra Armor

Ignore Hand Grenades

Recon

Primary Weapon (2 points each):

All magazine weapons, 18 ammo

Weapons holding 10 or more ammo, 18 ammo

Mobile Shield

Grenade Launcher

Secondary Weapon (1 point each):

Single shot/ pump action weapons, up to 6 ammo

Auxiliary Items (1 point each):

Hand Grenade

Extra Magazine with up to 18 rounds of ammo

Melee Weapon

The first weapon attachment has no cost. All others are 1 point each.


Weapon Rules

Ranged: For any weapon, each round that strikes any part of a player or their weapon is considered a hit. Head shots are instant elimination. For grenade launchers, players hit directly on their bodies or their weapon are eliminated and players hit by the grenade after it bounces off any surface once, receive one hit.

Melee: All melee weapons are single hit elimination if the user hits the torso or head of the target player. If an appendage or their weapon is hit, it counts as one hit. Melee weapons may not be thrown.

Grenades: No hitting other players directly with a grenade is allowed. All players in site of the grenade are eliminated when the fuse expires. Opposing players may not pick up live grenades to throw them back.


Getting Eliminated and Being Revived

When eliminated the player must vocally acknowledge that they are eliminated and remain where they were eliminated or go back to the deployment zone for the rest of the game. They may not vocalize the position of opposing players after they are eliminated until they are revived or unless they have the Recon ability.

If a player is waiting to be revived by a support class team member, the player sits on the ground where they were eliminated and may not attempt to recover ammo. The eliminated player then has 20 seconds before they can no longer be revived. The eliminated player must vocalize this by counting to 20 at a reasonable pace.

To revive an eliminated player, the support class team member clasps their shoulder and vocalizes reviving the player. They are then immediately active again with 1 health and the remainder of their loadout.


Hardcore Mode

This mode of the game is played for quick rounds with limited ammo and only one hit elimination. Classes do not apply in this game mode. The allowed loadouts are the following (Stealth Mode Approved options also labeled for even more challenging CQC):

1. Single shot/ pump action weapon, 6 ammo (Stealth Mode Approved)

2. Dual Wield Single shot/ pump action weapon, 2 ammo (Stealth Mode Approved)

3. Mobile Shield, Single shot/ pump action weapon, 2 ammo

4. Mobile Shield, Grenade

5. Single shot/ pump action weapon, 2 ammo, Grenade

6. Melee Weapon, Grenade

7. Melee Weapon, Ignore Hand Grenades Ability (Stealth Mode Approved)

8. Dual Wield Melee Weapons (Stealth Mode Approved)

9. Single shot/ pump action weapon, 2 ammo, Melee weapon (Stealth Mode Approved)

10. Mobile Shield, Melee Weapon

11. Single shot/ pump action weapon, 2 ammo, Ammo supply ability (Stealth Mode Approved)





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