Helldays — Real Scenario Paintball

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.