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

Black Wings vs. Tiger Force

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

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

NEW: THE STORY

BACKGROUND STORY

The German enclave of Brozek is facing economic ruin. For decades, people lived off the surrounding forests and the timber industry – but the businesses are fighting for survival and the future of the region looks bleak.

Then a discovery changes everything. Geological surveys reveal huge oil reserves beneath the forests of Brozek. Suddenly the inconspicuous area is worth millions.

The two major corporations BLACK WINGS INTERNATIONAL and RED TIGER GROUP sense their opportunity. They promise jobs, money and new prosperity and begin negotiating the extraction rights with the mayor. But the price is high: large parts of the forests would have to make way for oil production.

Resistance among the population grows and the negotiations increasingly stall. Eventually they fail for good. But for the corporations one thing is certain: the oil is not staying in the ground.

Without a contract, Black Wings International and Red Tiger Group send construction crews and engineers to Brozek to develop the oil fields. At the same time, a Saudi investor appears, buys an old wartime refinery and starts bringing it back into operation.

But Brozek fights back. Parts of the population form an armed resistance. They call themselves the COYOTES. Hunting in packs, they go after the corporate staff and force the first construction crews to retreat.

Black Wings International and Red Tiger Group respond by deploying their own hazard and risk management units, named BLACK WINGS and TIGER FORCE. Together they intend to break the resistance – afterwards it will be decided how the resources are divided between them.

Meanwhile, a former mafia boss is pulling strings in the background. Rumour has it he once made his fortune in organ trafficking. Nobody knows exactly what his business is today. Yet his name keeps coming up in connection with partisans and criminal groups in the region.

As the conflict escalates, the timber industry finally collapses completely. Transports stop, businesses close and many lumber workers lose their livelihoods. From them emerge the LUMBERJACKS – a gang that quickly gains influence and pursues its very own interests.

Suddenly corporations, resistance fighters, bandits and shady businessmen face each other in Brozek. And right in the middle of them lies the village itself. The mayor tries by every means to keep Brozek a neutral, firearm-free zone. A last place where everyone is welcome and where people can talk, trade and negotiate.

But beneath Brozek lies a fortune.

And everyone wants their share.

FACTIONS

TWO MAIN FACTIONS — AND EVERYTHING IN BETWEEN

Black Wings and Tiger Force 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.

Black Wings

Orange — 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.

Tiger Force

Red — main faction

The second main faction and direct opponent of Black Wings. Mirrors the same structure: own vaults, own depots, own objectives.

DISRUPTION & INTERACTION FORCES

Dynamic influence forces: Coyotes and Lumberjacks

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.

Partisans

Bandits

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.