Bob “The Axe Man’s” Zombie AXEtravaganza @ Gamepod Combat Zone
- Walk-on Tickets can be purchased on the day of the event for $50
- This is a Northern California event
- Read the rules carefully
- Lunch will be provided
Description: No one knows where the outbreak started. No one knows how many people are infected. All we know is that we are running out of places to hide. Our plane just landed at deserted airstrip in a small farming town and our only option is to make it to the nearest safe house, barricade it, and hold on for dear life.
Come join Bob “The Axe Man” Hildebrand for his second Zombie AXEtravaganza event this time at Gamepod Combat Zone on October 25th. It will be a day of fast-paced, frantic, movie-style, zombie games that will make you want to change your underwear. Players will have equal time holding their own in a city of undead in addition to hunting down survivors in a fog-filled town as a zombie.
Players begin the scenario in a plane that has just landed at a civilian airport in a small town. They must make it to the safe house at the opposite end of the complex and, once there, begin barricading the building in order to survive as long as they can.
Setting up the safe house will include blocking doors and windows with furniture, setting up lanes of fire, and restocking ammunition from the safe house’s armory as if their very lives depend upon it.
Secure the Safe House
This scenario begins where right “Downed Plane” left off. The survivors start off in the safe house that they ended at in the first scenario. This game is all about upgrading your safe house for the long haul by securing supplies from nearby buildings in order to survive as long as possible and ultimately contact the outside world.
Supplies include food, water, communications equipment, found weapons, items with which to bar the windows and furniture to bar the doors with. Ammunition and gas will already be stockpiled at the safe house’s armory for in-game use.
Find the Cure
In this scenario, players are forced to go on the offensive to look for a cure that has been air dropped into the town by the Center for Disease Control. This cure can bring back players that have been bitten if administered before the 30 second infection period expires.
The cure has been air dropped by the CDC in multiple locations and at least one sample of the cure must be brought back to the safe house to ensure survival of the group.
This big game will mark the end of the day after all teams have had the chance to go through each zombie scenario both as survivors and as zombies.
Fresh ammo, green gas, and speed loaders will be available at the designated safe house and can be used once you fight your way there. They cannot be moved outside of the safe house under any circumstances.
Survivors have limited ammo (No gas, BBs, or speed loaders may be carried onto the field) and must choose one, and only one, of the following 3 weapon setups:
Assault Rifle/SMG - 1 High Capacity Magazine or 3 Mid-capacity Magazines
Shotgun - 10 Shells
Pistols Only - Allowed 2 pistols with 3 magazines a piece
Every Player is allowed one sidearm with 3 magazines a piece (unless you are using pistols only, then you can have 2 pistols total)
Every Player is allowed to carry a melee weapon which must be made out of foam. Melee weapons take 2 hits to kill a zombie.
Shotgun hits count as 3 hits on a zombie, no matter what type of shotgun it is. It can be single shot, tri-shot, or 6-shot and it will still count as 3 hits on a zombie per shot.
Grenades do not affect zombies. Thunder B’s can be used as improvised alarms.
Survivors must wear a glowstick/chemlight on their person which should be visible at all times until infected.
Once infected, survivors must immediately hide their glowstick/chemlight and lay on the ground for 30 seconds. Once 30 seconds has elapsed, they may spawn as a zombie from where they were initially infected. When they are killed again, they must respawn at a designated zombie spawn pit.
Survivors will not be informed how many hits can take out each zombie.
Survivors are infected when a zombie places two hands on their person. Gun grabs are not allowed and do not count for purposes of infecting survivors.
Survivor costumes are not only allowed, they are ENCOURAGED.
To infect a survivor, zombies must get 2 hands on a survivor. Gun grabs do not count, and tackling is not allowed. Brownie points for players that make zombies noises while playing. (Brownie points are not real)
Zombies are allowed to run. At all times.
Zombies must go down after they are hit a certain number of times in any location on their body. The number of hits each zombie can take will be given out by game staff on the field so that survivors are unaware of how many shots it will take to stop a zombie.
Zombies may go down after one or multiple shots but MUST go down after the maximum shots they are allowed to take, as dictated by Gamepod staff. This rule is for zombies that want to reward survivors who happen to get a clear headshot on them.
Zombies may not respawn in place (except survivors who have just been infected) and MUST respawn at designated zombie spawn points.
2 hits with a melee weapon will kill any zombie. Melee weapons cannot be thrown and must be made out of foam in order to be used.
Each shotgun hit on a zombie counts as 3 hits instead of just 1, whether or not the shotgun is single shot, tri-shot, or 6-shot.
Zombie costumes are not only allowed, they are ENCOURAGED.