BLITZKRIEG SCENARIO 2019

HQ REBEL HORDE / ARMY ALIANCE

It is the command center of each faction, it hosts the commanders and the commanders aids.

DAY GAME:

  • The commander may be removed by the opposing party’s spy, contractors and players of the opposing faction;
  • Props are not available to be captured;
  • Must be protected at all times;
  • From the HQ, transport of fuel and armament can be done to the village or other devices in the field;
  • Inside the HQ it engages only with secondary single thread replica;
  • From the inside to the outside and from the outside to the inside full auto fire is allowed. It is forbidden to engage under the walls of the device;
  • It is forbidden to block the HQ, after completing the missions (maximum 10 minutes);
  • The station communication inside the HQ can only be done if the Telecommunications Center is active.

NIGHT GAME:

  • No props are available to be captured;
  • The commander may be removed by the opposing faction’s spy, contractors and players of the opposing faction;
  • Inside the HQ it is allowed to engage only with the secondary replica, single fire;
  • From the inside to the outside and from the outside to the inside full auto fire is allowed. It is forbidden to engage under the walls of the device;
  • It is forbidden to block the HQ, after completing the missions (maximum 10 minutes);
  • The station communication inside the HQ can only be done if the Telecommunications Center is active.

LIBERLAND (VILLAGE)

DAY GAME:

  • It is the command center for SDF contractors and hosts LARP staff (hacker, reporter, treasurer, priest, entertainer and governor);
  • Missile transports can be carried out;
  • It is forbidden to use replicas inside LIBERLAND (only SDF members are allowed to use gun replica);
  • Upon entering LIBERLAND the chargers will be removed from the replicas;
  • It is forbidden to shoot from the outside to the inside;
  • It is forbidden to shoot from the inside to the outside;
  • SDF respawnS in LIBERLAND (instant);
  • Knife fight, shoot drink contest, knife throw, russian roulette, skanderberg are organized, you can participate in blackjack games, poker, etc ..;
  • It is permanently defended by the SDF;
  • Inside LIBERLAND the SDF commander can be killed with a knife;
  • SDF can use secondary replica only if the integrity of the SDF commander is challenged, single fire only is allowed.

NIGHT GAME:

  • Fuel can be transported to HQs;
  • It is defended by the SDF;
  • SDF has instant respawn in LIBERLAND;
  • It is forbidden to shoot from the outside to the inside;
  • It is forbidden to shoot from the inside to the outside;
  • It is permanently defended by the SDF;
  • Inside LIBERLAND the SDF commander can be killed with a knife;
  • SDF can use secondary replica only if the integrity of the SDF commander is challenged, single fire only is allowed.

BUNKER (POWER PLANT) 1,2 and 3

DAY AND NIGHT GAME:

  • Bunker (Power Plant) 2 and 3 – domination – is being scored every 2 hours. The faction holding the control will only receive points if the power plant is active (inside the power rectifier needs to be plugged to the network) and the flag belonging to the faction, red or blue as appropriate, is flown outside the bunker;
  • Bunkers may be loaded only if there is an ammo box inside the dominating faction;
  • Bunker (Power Plant) 1 – domination – is scored at the end of the event according to the “counter” inside which indicates the domination of the factions;
  • Inside the bunker single fire only is allowed. wires are engaged inside the device. From the inside to the outside and from the outside to the inside full auto fire is allowed. It is forbidden to engage under the walls of the device;

AMMO DEPOT

DAY AND NIGHT GAME:

  • It is the armory depot of the faction;
  • The objects that are stored inside are Ammo Boxes and missiles;
  • The objects inside can be captured by the opponent (missiles can only be captured and transported in the special transport boxes);
  • Every two hours an inventory is made and depending on the number of rockets / ammo boxes their value is collected and scored;
  • Inside the bunker single fire only is allowed. wires are engaged inside the device. From the inside to the outside and from the outside to the inside full auto fire is allowed. It is forbidden to engage under the walls of the device;

TELECOMMUNICATION CENTER

Allows communication through the station inside the HQ.

DAY AND NIGHT GAME:

  1. It consists of the router and the antenna, the router can be captured. (ATTENTION the router must be unplugged first);
  2. Domination, is being scored every 2 hours;
  3. If the server has been captured by the enemy the telecommunication station does not generate a score for the defenders until a new server is installed;
  4. A new server can be installed by the LIBERLAND engineer or the contractor technician;
  5. During the night game only the contractor technician can mount a new server;
  6. Telecommunication center is considered active if the router is “connected” with cable to the antenna;
  7. If the telecommunication center is not active, communication within the HQ through the station is strictly forbidden.

ROCKET LAUNCHING FRAME

  • On the map there are two launch ramps;
  • From RAMP 1 it is allowed to launch only towards the Bunker (Power Plant) 2 and from RAMP 2 it is allowed to launched only towards the Bunker (Power Plant) 3;
  • Only contractors can launch rockets towards the Bunker (Power Plant) if they are contracted by one of the factions;
  • A faction may ask the SDF to launch a rocket only if it holds the briefcase with the launch module;
  • Rockets are launched only during the DAY GAME.

PRISON

  • It is located near LIBERLAND and is guarded by contractors (SDF).
  • If a player is captured and locked up by the contractors he is obliged to stay in prison for 1 hour for his faction to win diamonds. The player will be taken the secondary and main replica, but he will be allowed to keep the knife replica. If the prisoner is eliminated by the opposing faction within 60 minutes he will not receive the bonus. The prisoner can only be eliminated with a knifekill. If the prisoner holds a knife, he can defend himself.

RESPAWN

  • it is the place where each player returns to the game after being declared “dead” or outside the playing area and wants to return. In respawn the player sits with the “cloth of the dead” on him. When leaving respawn, remove the bandage from the hand with the scissors provided in the respawn and remove the “cloth of the dead”. If the hand bandage is not cut, the player can no longer be resurrected by the doctor on the playing field.
  • Leaving respawn is done each 20 minutes such as: 13:00, 13:20, 13:40, 14:00.
  • It is forbidden to engage other players from the respawn / shooting from the respawn. TESTING REPLICAS INSIDE RESPAWN IS STRICTLY FORBIDDEN.

IN-GAME OBJECTS / EXPLANATIONS

ROCKETS – they negotiate their purchase with Army Dealer (in LIBERLAND), they are transported in special boxes to the Ammo Depot, where they will generate points every 2 hours. They can be captured by the enemy, returned to the village at the Army Dealer for a fee, or transported to their own faction’s Ammo Depot where they will generate points.

ROCKET TRANSPORT BOXES – are used exclusively for the transport of missiles. After the rockets are stored in the Ammo Depot, their own or captured transport boxes will go to the HQ.

AMMOBOX – can be purchased after missions. Army Dealer is the person who knows where these are located. They must be deposited in the Ammo Depot and will generate the point every 2 hours.

It can be transported from Ammo Depot to Bunker (Power Plant) 1, 2 or 3 and gives the faction the right to recharge inside the device. Recharging is possible inside the Bunker (Power Plant) – ONLY IF THE AMMOBOX OF THE OCCUPYING FACTION IS INSIDE. Charging outside the device is prohibited!

Captured AMMO BOXES are stored in the AMMO DEPOT and generate points for the faction that owns them.

FUEL CANISTERS – can be obtained following the fullfilment of a mission (Fuel Transport). After carrying out the mission, they will be handed over to the commander or governor according to the specific mission. During transport, these can be captured by the enemy. CANNOT BE CAPTURED FROM HQ OR LIBERLAND.

SERVER TELECOMMUNICATION STATION – it is necessary to allow station communication from inside the HQ. Can be captured by the enemy. The captured server will be delivered to LIBERLAND to the engineer, which will reclaim the success of the mission.

A new server can only be installed by the LIBERLAND engineer or contractor technician.

ROCKET LAUNCH MODULE BRIEFCASE – Inside the briefcase is a motherboard and a stopwatch. In order for the module to be active each faction must procure from the hacker 3 RAM memories that will be inserted into the intended slot. The briefcase is capturable only during transport and is stored in the HQ (where it is no longer capturable). If captured by the enemy it can only be redeemed through diamond contractors. If one of the factions hold inside their HQ the 2 briefcases then they become capturable and the enemy can confiscate them if he conquers the HQ.

LARP – CHARACTERS / EXPLANATIONS

COMMANDANT – is the leader of a faction. It cannot be captured. Respawns like any other player. Each time he is eliminated he’s faction loses 50 diamonds.

MEDIC – every player is a medic. Inside the file that each player receives upon registration there will be 5 bandages. Each time a player is hit, the player shouts HIT and then shouts MEDIC. Any of the faction colleagues can provide him first aid by placing a bandage. If within 5 minutes of bleeding time a player is not provided first aid, he is considered dead and goes to RESPAWN. The bandages of the doctor are transferable but not capturable. The medic is not active for the night game.

SPY – each faction has the possibility to designate 2 spies. The spy can use the enemy dress code to infiltrate. He can kill any enemy. After completing his mission or being captured, he loses his SPY status for the rest of the game. It is allowed to use a maximum of 1 spy on the ground.

CONTRACTOR(S) – During the game they can be contracted following negotiations with the SDF Commander. The duration of a contract is of maximum 2 hours, the value and the mission to be fulfilled will be negotiated between the two parties.

If the SDF signs a contract with the Rebel Horde, during the mission they will wear red flags and be the enemies of the Armed Alliance, if they sign a contract with the Armed Alliance, during the mission they will wear blue flags and they will be the enemies of the Rebel Horde.

The SDF cannot accept contracts from both factions for the same of time interval.

The SDF can be contracted strictly for the accomplishment of a mission (conquering power plant, assassinating commander, capturing telecommunication server, launching rockets) when the mission is accomplished, even if the 2 hour period has not expired, the SDF becomes neutral and free of contract.

SDF cannot carry out missions that are intended for the Rebel Horde or the Armed Alliance.

When they are neutral (without any banner on hand) the contractors are not allowed to hire, and if they are hired by one of the two factions, the SDF commander can make the decision to fight against the faction that opened fire on them, for a maximum of 60 minutes.

The benefits that can be obtained from the contractors after the negotiations: launching missiles, killing commanders, fuel transport, ammobox transport, etc.

HACKER – LARP LIBERLAND – offers missions for both factions, installs telecommunication routers. Can be captured if he is on a mission. The redemption will be made by the GOVERNOR in LIBERLAND. Negotiates with the commanders certain information.

GOVERNOR – LARP LIBERLAND – the leader of the village LIBERLAND, offers missions, negotiates ransoms in case one of the villagers is kidnapped, negotiates with the commanders. It cannot be captured.

TREASURER – LARP LIBERLAND – bonuses the success of the missions taken from LIBERLAND, negotiates with the commanders certain information.

PRIEST – LARP LIBERLAND – inside the church following a confession the priest can remove the player’s hand “bandage” (the white bracelet that the player receives from the doctor when he is injured). The commanders can negotiate a sponsorship contract with the priest and following this agreement the faction can benefit from instant respawn (with the “blessing of the priest”). It can respawn 10 players / hour over 2 hours (2 hours being the contract period). The role of the priest and the contracts are valid for the day game as well as for the night game. During the game the commander can negotiate several contracts with the priest. The priest will accept a single contract for 2 hours, the beneficiary being only one faction within that interval. The criteria for awarding the contract is “first come first served” or “who offers more”.

ENTERTAINER – LARP LIBERLAND – has no impact on the evolution of the game. It organizes different competitions in LIBERLAND.

REPORTER – LARP LIBERLAND – takes interviews, pictures, writes articles, etc. Negotiates with the commanders certain information. It cannot be captured.

FIGHT AGENT – LARP LIBERLAND – organizes Knife Fight.

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