The year is 2277 - 200 years after nuclear war between China and the US left the world a barren, irradiated wasteland. The super mutants, the subject of a failed experiment known as the Forced Evolutionary Virus, or FEV, continue to terrorize the sparse population of the surrounding Capital Wasteland.
Standing between the super mutants and the people of the wasteland is the Brotherhood of Steel, lead by Elder Owyn Lyons. Desperate for a way to eliminate the super mutant threat, Brotherhood scientists lead by Dr. Stephen Kessler, have been working on a way to reverse the effects of the FEV, without much success.
Fearing the Brotherhood might be on the verge of a breakthrough, a band of super mutants staged a daring assault on the Brotherhood research facility where Kessler and his team were working. The mutants suffered heavy casualties but succeeded in capturing Kessler and returning with him to their hideout.
The Outcasts, a group of former members of the Brotherhood, have intercepted intelligence that Kessler had discovered a biological weapon capable of reversing the effects of the FEV, but was ultimately lethal in all subjects. Not wanting to risk losing Kessler forever to the super mutants, and fearing that the Brotherhood would not be willing to commit genocide against the super mutants, the Outcasts have decided to take matters into their own hands.
Factions
The Brotherhood of Steel
The Brotherhood of Steel, lead by Elder Owyn Lyons, have made it their mission to defend the people of the Captial Wasteland from the threat of the super mutants and ultimately find a way to drive them away once and for all.
The Brotherhood of Steel are based out of the Citadel (Fort Von Ronne), a fortified structure built into the ruins of the Pentagon.
The Outcasts
The Outcasts, lead by Protector Henry Casdin, are former members of the Brotherhood, but left because they saw the Brotherhood as weak for abandoning their original objectives of acquiring new technology to to instead protect the people of the Capital Wasteland.
The Outcasts are lead by Protector Henry Casdin and are based out of the remains of Fort Independence (The Bunker).
Super Mutants
The Super Mutants are a third faction composed of approximately five players. They can only be eliminated with vital hits (head and torso) only. Additionally, super mutants may use anything they can carry as a shield.
Game Rules
Any hit on any part of the body or equipment eliminates a player. Marker hits do not count. Super mutants are the exception to this rule. To be eliminated a super mutant must receive a hit in a vital area. This is considered to be the head, neck and torso only. Any hits on extremities may be wiped off and the super mutant can continue to play.
There will be no tanks allowed for this event. Launchers may be used to destroy buildings thus eliminating all players inside the building by scoring a direct hit on designated targets. Launchers may not be used to eliminate players in any other fashion. Special props will allow launchers to be used to eliminate players over a wider area.
When a player is eliminated they can return to their respawn point and immediately reenter the game. Respawn points for each team are noted under each mission block.
Mission Blocks
Mission 1
Each team starts in their base of operations. The Brotherhood start in the Citadel, which is represented by Fort Von Ronne. The Outcasts start in Fort Independence which is represented by the Bunker. The Super Mutants start in their base of operations in the POW Camp. Dr. Kessler has been captured by the Super Mutants and is being held there.
The Brotherhood and The Outcasts respawn by tagging their base. The Super Mutants respawn by tagging a respawn point behind the POW Camp.
In the first mission block, The Outcasts and The Brotherhood are both trying to rescue Dr. Kessler from the Super Mutants, each for their own reasons. Dr. Kessler is being held by the mutants in the POW Camp, who will do everything in their power to keep him there.
Both teams must assault the POW Camp, attempt to free Dr. Kessler before the other team does, and escort him back to their base. If at any time Dr. Kessler is unescorted, the Super Mutants may recapture him.
A team will receive 5 points for eliminating a Super Mutant while Dr. Kessler is still being held captive. This will be tracked by the Super Mutants as they respawn. In addition, a team will receive 100 points for successfully rescuing Dr. Kessler, escorting him back to their base, and defending him from the other team for the remainder of the mission block.
This mission block ends after a team holds Dr. Kessler in their base for 30 minutes, or after 1.5 hours, whichever comes first.
Mission 2
While attacking the Super Mutant stronghold, The Brotherhood and The Outcasts have both learned that the Super Mutants forced Dr. Kessler to prepare a number of biological weapons using a modified version of the FEV retrovirus Kessler was developing. The modified FEV retrovirus kills all humans it comes in contact with while leaving Super Mutants unharmed.
During the assault, some Super Mutants snuck away from the battle and deployed these weapons across the wasteland, and are set to detonate. Each device will be represented by a control point with a pole colored red on one end and blue on the other. When armed with the modified retrovirus, the pole will be lying on the ground next to the control point.
The Brotherhood of Steel, protectors of the wasteland, must stop at nothing to disarm these devices. To successfully disarm the device, The Brotherhood must insert the pole into the control point with the blue end facing up.
The Outcasts, on the other hand, are not concerned with civilian casualties and do not want to waste this opportunity to deploy the original FEV retrovirus and end the Super Mutant threat once and for all, as they feel the benefits outweigh the cost. Using samples of the original FEV retrovirus recovered from the Super Mutant base, The Outcasts must rearm the devices. To rearm the device with the original retrovirus, The Outcasts must insert the pole into the control point with the red end facing up.
The Super Mutants, not content to let their plans be foiled, will be roaming the field attempting to rearm any device they come across with the modified retrovirus by removing the pole from the control point and placing it on the ground.
The Brotherhood and The Outcasts respawn by tagging their base. The Super Mutants respawn by tagging a respawn point behind the POW Camp.
There will be 5 control points total. At the end of the mission block, a team will receive 50 points for each control point they control.
This mission block will last 1.5 hours.
Mission 3
The Brotherhood has been betrayed for the last time, and can’t stand idly by while The Outcasts sacrifice innocent lives for their goals. The Brotherhood must drive them from the wasteland.
The Outcasts, now under attack by their one-time-brothers, have decided to stage a counter attack on the Citadel itself.
Each team will assault the other team’s base and try to inflict as much damage as possible to drive them from the wasteland. Four targets are positioned around each base and must be destroyed with a direct hit from a launcher, or by contacting it with explosives (provided). In addition, each base houses intelligence valuable to the other team. Each team must enter the other’s base and recover the intelligence by bringing it back to their own base.
The Brotherhood and The Outcasts respawn by tagging respawn points behind their base. The Super Mutants respawn by tagging a point in the POW Camp.
For each target destroyed, a team will receive 30 points. Successfully recovering the intelligence from the enemy base earns a team 75 points. If a player carrying the intelligence (represented by a briefcase) is eliminated, the player must drop the briefcase immediately.
This mission block will last 1.5 hours.
Special Props
Bobble Heads
Scattered around the wasteland are bobble head figurines. Earn points by returning these figurines to your base. Each one returned is worth 20 points. If a player is hit while carrying a bobble head they DO NOT need to drop it and may still return it to their base.
Mini-Nuke
Find hidden caches of mini-nukes to turn your launcher into a devastating weapon. Mini-nuke props allow a player to fire one shot which will eliminate any player (even super mutants) within 15 feet of impact. You must hand in your mini-nuke prop to a referee immediately before firing your shot. Use with caution!
Suitcase Nuke
Suitcase nukes are hidden on the battlefield and can be placed anywhere. Tell a referee when you wish to detonate a hidden suitcase nuke and the nuke will eliminate any player (even super mutants) within 25 feet.
The blast radius of mini-nukes and suitcase nukes will be at the discretion of the referees who will have final say.
