Foam Fortress: Hybrid
A class based team game for 6 or more players. The two teams face off in a number of game modes, loosely based on the PC game, Team Fortress 2.
Silly hats are optional.
Team colours (Blue and Red) are not essential, but are very useful for larger games.
This version of the Foam Fortress ruleset are inspired by Winterstrike’s Foam Fortress Pro and Mohrlock’s Foam Fortress: Mohrlock Edition.
Rules:
Spawns: Each team has a spawn point. This is normally at the back of the field. Objectives must be placed a MINIMUM of 15 metres away from the spawn point. Each player has three lives per round, for all game modes.
Gun Hits(GBB): If a players blaster is hit, the player is out. In a dispute, the shooter’s decision has preference.
Blaster Sharing: Blasters are NOT allowed to be shared out during rounds, but broken ones can be changed out in between rounds.
Grenades and rockets: If hit by a rocket, the player is INSTANTLY eliminated from the round. Grenades and rockets must be launched or thrown to count. Rockets can be Titan Rockets, Arrows or BuzzBee Missiles. Demos are the only class with grenades. Grenades can be balled up socks, or pocket howlers. Grenades only remove one life from the player, but the player cannot be revived by a medic.
Barrel Taps: Are not allowed. Each class has multiple weapons, including a pistol or melee, which should be used at close range.
Shields: Shields must be no bigger than 50cmx50cm. If a shield is hit by a grenade or rocket, shields are then considered “broken”. Any subsequent hit by a dart or grenade is counted as a hit, even if they are still holding the shield. Only Heavies can take shields.
Movement: The only classes that can sprint are the Scout and Spy. Every other class can move at a slow run/jog, except for Heavies, who have to walk at all times.
Resurrection: Only Medics have this ability. To resurrect a player, the medic must put both hands on the player’s shoulder, and count to 5 out loud. Player’s are not able to be resurrected if hit by a grenade or rocket.
Snipers: Minimum engagement distance for a Sniper’s primary blaster is 20 metres. A sniper must ONLY use silicone tip darts in their primary.
Melee: Melee weapons must be used to “tap” players. No hard swings/flicks should occur. If a “duel” between 2 players with melee occurs, they make block and parry, but still have to “tap” the player to score a hit. You cannot be resurrected if you are tagged by a melee weapon
Engineer’s Mobile Spawn Point: Represented by an crate or traffic cone, this can be placed anywhere on the field, and provides an alternative spawn point for players. The spawn can be destroyed by being hit by a rocket or sock. When this happens, the spawn must be tipped over to represent that it was destroyed. Can only be placed once per round.
Game Modes
Capture the Flag: 1 flag per team, you must capture the enemy flag and return it to your base. Best team out of three rounds wins. The flag carrier is not allowed to fire their blasters, use grenades, melee or hide the flag on their body. The carrier is not allowed to drop the flag.
If the carrier is tagged, they must drop the flag immediately. If an enemy player then touches their flag, the flag must then be returned to the objective point. The player carrying this flag can still be tagged out, therefore allowing the flag to be picked up by the other team.
Team Death Match: Classic elimination game. First team to have all team members tagged out loses.
Payload: Teams must push an "explosive cart" to the other team’s objective. Only heavies can push the cart, and are not allowed to both push and shoot at the same time.
Classes:
Soldier:
Primary: Any blaster that fires a “rocket” or “arrow” oversized projectile. The ammo can either be a Titan Rocket, any form of foam arrow, or BuzzBee missiles. Max ammo that can be carried for this blaster is 6 pieces. They can be picked up and reused.
Secondary: Any pistol with an ammo capacity of 10 darts or less. Can shoot up to 60ft/20m flat max.
While the soldier does not have the greatest combat ability, they are also the most lethal with their rockets.
Demoman:
Primary: Any non-automatic blaster than can shoot up to 90ft/30m or less.
Secondary: A pistol with an ammo capacity of 6 darts or less that can shoot up to 60ft/20m flat max.
Grenades: 2.
Good for protecting teammates and providing a skirmishing screen.
Pyro:
Primary: Raider or Alpha Trooper, max range of 60ft/20m flat max. Only class that can use 35 drums.
Secondary: Melee weapon.
Designed to dish out pain with a high ammo capacity and rate of fire. Melee weapon is there in case someone is able to get through the hail of darts you put out.
Scout:
Primary: Double Shot or Barrel Break.
Secondary: Single shot spring pistol with a maximum range of 60ft/20m flat max.
Tertiary: Melee weapon.
Scouts are able to sprint, and are ideal for flag running.
Medic:
Primary: Magstrike or RapidFire 20.
Secondary: Pistol with an ammo capacity of 6 darts or less that can shoot up to 60ft/20m flat max.
Only class with the “Resurrection” ability. Good for a team player less focused on kills and more on objectives/survivability. Max 1 medic per 10 players on a team.
Heavy:
Primary: Stampede/Vulcan, limited to 18 round clips/25 round chains only, or a shield.
Secondary: Pistol with a maximum ammo capacity of 10 that can shoot up to 60ft/20m flat max.
Only class that cannot run/jog. Able to put out a lot of automatic firepower, and only class that can push the cart in Payload.
Spy:
Primary: Maverick or Spectre
Secondary: Melee weapon.
Allowed to sprint. Upon a successful melee tag, the spy is then invulnerable for 5 seconds, but is not allowed to shoot/melee for 5 seconds. Must shout “One! Two! Three! Four! Five!” during this time. Good for fast kills without fear of repercussion for daring tags.
Sniper:
Primary: Any blaster that can shoot up to 120ft/40m flat max (airguns, high powered springers).
Secondary: MANDATORY for snipers. Can be any pistol with a maximum capacity of 6 darts, which can shoot up to 60ft/20m max. Are allowed to carry two pistols.
Designed as a support role to pick off high priority targets. Cannot shoot their primary at a target within 60ft/20m, and must use their pistols within 60ft/20m.
Engineer:
Primary: Any single shot blaster (quadshot, singled Triple shot, handcannon) that can shoot up to 90ft/30m flat.
Secondary: A pistol with an ammo capacity of 10 darts or less that can shoot up to 60ft/20m flat max.
Max 1 Engineer per team, no matter team sizes. The engineer is able to place a single portable spawn point anywhere on the field.
A class based team game for 6 or more players. The two teams face off in a number of game modes, loosely based on the PC game, Team Fortress 2.
Silly hats are optional.
Team colours (Blue and Red) are not essential, but are very useful for larger games.
This version of the Foam Fortress ruleset are inspired by Winterstrike’s Foam Fortress Pro and Mohrlock’s Foam Fortress: Mohrlock Edition.
Rules:
Spawns: Each team has a spawn point. This is normally at the back of the field. Objectives must be placed a MINIMUM of 15 metres away from the spawn point. Each player has three lives per round, for all game modes.
Gun Hits(GBB): If a players blaster is hit, the player is out. In a dispute, the shooter’s decision has preference.
Blaster Sharing: Blasters are NOT allowed to be shared out during rounds, but broken ones can be changed out in between rounds.
Grenades and rockets: If hit by a rocket, the player is INSTANTLY eliminated from the round. Grenades and rockets must be launched or thrown to count. Rockets can be Titan Rockets, Arrows or BuzzBee Missiles. Demos are the only class with grenades. Grenades can be balled up socks, or pocket howlers. Grenades only remove one life from the player, but the player cannot be revived by a medic.
Barrel Taps: Are not allowed. Each class has multiple weapons, including a pistol or melee, which should be used at close range.
Shields: Shields must be no bigger than 50cmx50cm. If a shield is hit by a grenade or rocket, shields are then considered “broken”. Any subsequent hit by a dart or grenade is counted as a hit, even if they are still holding the shield. Only Heavies can take shields.
Movement: The only classes that can sprint are the Scout and Spy. Every other class can move at a slow run/jog, except for Heavies, who have to walk at all times.
Resurrection: Only Medics have this ability. To resurrect a player, the medic must put both hands on the player’s shoulder, and count to 5 out loud. Player’s are not able to be resurrected if hit by a grenade or rocket.
Snipers: Minimum engagement distance for a Sniper’s primary blaster is 20 metres. A sniper must ONLY use silicone tip darts in their primary.
Melee: Melee weapons must be used to “tap” players. No hard swings/flicks should occur. If a “duel” between 2 players with melee occurs, they make block and parry, but still have to “tap” the player to score a hit. You cannot be resurrected if you are tagged by a melee weapon
Engineer’s Mobile Spawn Point: Represented by an crate or traffic cone, this can be placed anywhere on the field, and provides an alternative spawn point for players. The spawn can be destroyed by being hit by a rocket or sock. When this happens, the spawn must be tipped over to represent that it was destroyed. Can only be placed once per round.
Game Modes
Capture the Flag: 1 flag per team, you must capture the enemy flag and return it to your base. Best team out of three rounds wins. The flag carrier is not allowed to fire their blasters, use grenades, melee or hide the flag on their body. The carrier is not allowed to drop the flag.
If the carrier is tagged, they must drop the flag immediately. If an enemy player then touches their flag, the flag must then be returned to the objective point. The player carrying this flag can still be tagged out, therefore allowing the flag to be picked up by the other team.
Team Death Match: Classic elimination game. First team to have all team members tagged out loses.
Payload: Teams must push an "explosive cart" to the other team’s objective. Only heavies can push the cart, and are not allowed to both push and shoot at the same time.
Classes:
Soldier:
Primary: Any blaster that fires a “rocket” or “arrow” oversized projectile. The ammo can either be a Titan Rocket, any form of foam arrow, or BuzzBee missiles. Max ammo that can be carried for this blaster is 6 pieces. They can be picked up and reused.
Secondary: Any pistol with an ammo capacity of 10 darts or less. Can shoot up to 60ft/20m flat max.
While the soldier does not have the greatest combat ability, they are also the most lethal with their rockets.
Demoman:
Primary: Any non-automatic blaster than can shoot up to 90ft/30m or less.
Secondary: A pistol with an ammo capacity of 6 darts or less that can shoot up to 60ft/20m flat max.
Grenades: 2.
Good for protecting teammates and providing a skirmishing screen.
Pyro:
Primary: Raider or Alpha Trooper, max range of 60ft/20m flat max. Only class that can use 35 drums.
Secondary: Melee weapon.
Designed to dish out pain with a high ammo capacity and rate of fire. Melee weapon is there in case someone is able to get through the hail of darts you put out.
Scout:
Primary: Double Shot or Barrel Break.
Secondary: Single shot spring pistol with a maximum range of 60ft/20m flat max.
Tertiary: Melee weapon.
Scouts are able to sprint, and are ideal for flag running.
Medic:
Primary: Magstrike or RapidFire 20.
Secondary: Pistol with an ammo capacity of 6 darts or less that can shoot up to 60ft/20m flat max.
Only class with the “Resurrection” ability. Good for a team player less focused on kills and more on objectives/survivability. Max 1 medic per 10 players on a team.
Heavy:
Primary: Stampede/Vulcan, limited to 18 round clips/25 round chains only, or a shield.
Secondary: Pistol with a maximum ammo capacity of 10 that can shoot up to 60ft/20m flat max.
Only class that cannot run/jog. Able to put out a lot of automatic firepower, and only class that can push the cart in Payload.
Spy:
Primary: Maverick or Spectre
Secondary: Melee weapon.
Allowed to sprint. Upon a successful melee tag, the spy is then invulnerable for 5 seconds, but is not allowed to shoot/melee for 5 seconds. Must shout “One! Two! Three! Four! Five!” during this time. Good for fast kills without fear of repercussion for daring tags.
Sniper:
Primary: Any blaster that can shoot up to 120ft/40m flat max (airguns, high powered springers).
Secondary: MANDATORY for snipers. Can be any pistol with a maximum capacity of 6 darts, which can shoot up to 60ft/20m max. Are allowed to carry two pistols.
Designed as a support role to pick off high priority targets. Cannot shoot their primary at a target within 60ft/20m, and must use their pistols within 60ft/20m.
Engineer:
Primary: Any single shot blaster (quadshot, singled Triple shot, handcannon) that can shoot up to 90ft/30m flat.
Secondary: A pistol with an ammo capacity of 10 darts or less that can shoot up to 60ft/20m flat max.
Max 1 Engineer per team, no matter team sizes. The engineer is able to place a single portable spawn point anywhere on the field.
Last edited by Swatsonia on Mon Dec 19, 2011 2:56 am; edited 7 times in total