THE NEW GAME SYSTEM
OPERATIONS/SYSTEM
HELLDAYS is a MagFed paintball event built around a dynamic operations system. Instead of single missions, you face several connected operations with parallel tasks, exfiltrations and real tactical decisions.
CORE SYSTEM
FROM SINGLE MISSIONS TO OPERATIONS
HELLDAYS is moving away from isolated, single missions to a dynamic operations system. An operation is a coherent military deployment with multiple tasks inside the same situation.
Tasks within an operation can run in parallel, emerge in sequence, stay independent or affect each other. Some tasks trigger follow-up assignments, others change the course of the whole operation.
An operation is therefore no longer a single mission — it is a chain of tasks, sub-orders and situations that play out together over several hours.
OPERATION DURATION
approx. 6 – 8 hours
TASKS PER OPERATION
parallel & chained
EXFILTRATIONS
1 – 2 per operation
MAIN FACTIONS
SOC vs. UFC
TASKS
WHAT HAPPENS INSIDE AN OPERATION
An operation contains different tasks. Some run in parallel, others depend on each other. The following kinds of tasks can appear during an operation:
Reconnaissance
Resource recovery
Transport
Interim storage
Exfiltration
Defense
Sabotage
Securing infrastructure
Protecting own resources
Raiding enemy resources
Tunnel and bunker operations
Radio and intel advantages
GOAL OF THE SYSTEM
CREDIBLE MILITARY SIMULATION
The operations system is built so that movement, reconnaissance, communication and logistics matter more than pure shooting. It is about decisions, not constant fire.
This is HELLDAYS
- ■ Movement across the entire terrain
- ■ Reconnaissance and intel advantages
- ■ Communication and radio coordination
- ■ Logistics and resource management
- ■ Tactical decisions under pressure
- ■ Securing transports and escorts
- ■ Protecting your own depots
- ■ Disrupting enemy operations
- ■ Preparing and protecting exfiltrations
- ■ Tactical play over several hours
This is not HELLDAYS
- ◌ Team deathmatch
- ◌ Plain capture-point rounds
- ◌ Classic big game single missions
- ◌ Static permanent frontlines
SCHEDULE
OPERATIONS THROUGHOUT THE EVENT
Three consecutive operations plus a final mission. Each operation has its own situations and tasks — and can change what happens in the next one.
10:00
Deployment
Game start & deployment
Briefings, radio check, factions take their positions and prepare for the start of Operation 1.
12:00
8 hours
Operation 1
The first major operation. Parallel tasks of reconnaissance, resource recovery and securing your own vaults. First exfiltrations are prepared.
20:00
6 hours
Operation 2
The situation escalates. Night-time tasks, ambushes in the tunnel systems, targeted disruption of enemy operations.
02:00
6 hours
Operation 3
The penultimate operation. Consequences of earlier decisions resurface: known positions, weakened depots, new alliances with interaction forces.
08:00
2 hours
Final mission — convergence
The final convergence of the previous operations. It is shaped by collected resources, successful exfiltrations, controlled relays, captured intel and open conflicts carried over from the three operations.
FIELD ELEMENTS
PERMANENT OBJECTS ON THE TERRAIN
Four permanent elements shape every operation. They are not just point sources — they are the starting point for situations, defenses, raids and entire follow-up tasks.
Radio relay
Tactical advantage — no direct points
A real radio relay station sits on the playing field. Whoever holds it gains better radio range, faster intel and a tactical advantage during the ongoing operation. It does not award points directly — but it can decide how an operation ends.
Vaults
Own location — enemy code
Two vaults stand on the field — one per main faction. Each faction only knows the location of its own vault. The enemy holds the code to open it. This creates recon, infiltration, defense and raids that run through the whole operation.
ExfilHub
Exfiltration — 1 to 2 times per operation
The Exfiltration Hub is the only way to extract collected resources and mission objects from the field. Exfiltrations are limited — usually only 1 to 2 times per operation. The hub must be taken, prepared and held until the actual exfil.
Depots / Interim storage
Self-built — self-defended
There are no fixed organizer depots. Each faction sets up its own interim storage and defends it. Rule: depots must be at least 50 m away from the field border — reachable, attackable, raidable, defendable. Until exfil, all collected resources stay there under protection.
RESOURCES
OBJECTS, WEIGHT AND TRANSPORT
Different resources and mission objects are spread across the field. They can be found, collected, transported, stored, defended, stolen and exfiltrated. Three size classes decide how many players are needed to move an object.
SMALL
1 player
Easy to carry, easy to hide. Fast to move, but just as fast to lose if the carrier goes down.
Data drives, codes, radio modules, maps
MEDIUM
2 players
Best moved by two players. A solo carrier is slow and exposed — escorts pay off.
Batteries, ammo crates, tool crates, medical supplies
LARGE
3 – 4 players
Slow, conspicuous and valuable. These objects need escorts, security teams and solid radio coordination. Moving them is a situation in itself.
Heavy containers, energy cores, special equipment
CLIMAX
EXFILTRATION — THE CLIMAX OF AN OPERATION
At HELLDAYS resources are not scored immediately. They have to be secured, stored and extracted from the field via the ExfilHub first.
Because exfiltrations are limited to 1 or 2 times per operation, a full cycle builds up inside every operation:
- ■ Collecting
- ■ Transporting
- ■ Storing
- ■ Defending
- ■ Reconnaissance
- ■ Raiding
- ■ Escorting
UNDERGROUND
TUNNELS, BUNKERS & BUILDINGS
The field includes old bunker complexes, many buildings and underground systems. They are a central part of the operations system — not as constant kill zones, but as <strong class="text-text">operational movement and deployment spaces</strong>.
Whoever knows the underground moves covertly, infiltrates enemy positions, sets ambushes or smuggles resources beneath the enemy.
USE OF TUNNELS & BUNKERS
- ■ Covert movement
- ■ Reconnaissance
- ■ Infiltration
- ■ Smuggling resources
- ■ Ambushes
- ■ Special assignments
- ■ Tactical routes
FACTIONS
TWO MAIN FACTIONS — AND EVERYTHING IN BETWEEN
SOC and UFC are the two main factions and direct opponents. Around them, additional disruption, interaction and influence forces operate on the field — but no classic third main faction with a fixed roster.
SOC
Yellow — main faction
One of the two main factions. Own vaults, own depots, own objectives — and a clear opponent on the other side of the field.
UFC
Green — main faction
The second main faction and direct opponent of SOC. Mirrors the same structure: own vaults, own depots, own objectives.
DISRUPTION & INTERACTION FORCES
No third main faction — but dynamic influence forces
These forces can appear armed or unarmed, acting neutral, hostile, cooperative or disruptive. They block routes, hand over intel, trade in resources or trigger completely new situations. Their role shifts from operation to operation.
Local security forces
PMCs
Smugglers
Traders
Informants
Checkpoints
Neutral contacts
Special roles
POINTS PER TASK
Every task counts
Every single task, mission or sub-order inside an operation can earn points. Reconnaissance, transport, exfiltration, sabotage, securing — everything counts towards the score.
OPERATION BONUS
Winning the full operation
Whoever wins an entire operation receives a substantial operation bonus. So it is not only the single actions that matter, but the overall performance of a faction across the full operation.