Helldivers Paintball Game Rules

LEARN HOW TO PLAY:
Helldivers
Paintball Scenario Game
HELLDIVERS PAINTBALL SCENARIO GAME
Fall Scenario Game – Sunday, October 18th @ Adventure Games Paintball
🎬 INTRO
Conflict looms over the cosmos.
The forces of Super Earth expand across the galaxy in the name of freedom, liberty, and managed democracy. With every new colony, humanity’s glorious future grows brighter—according to the Ministry of Truth.
But on a desolate planet at the frontier of Super Earth territory, something has emerged from the darkness.
Calling themselves the VOX Collective, an Automaton command force has made planetfall and begun the systematic eradication of Super Earth’s defenders. Communications fall silent. Outposts burn. Where humanity once raised its flag, the machines now build their factories of war.
Their message is simple: humanity’s expansion ends here.
Super Earth has issued its response.
General Brasch, the legendary war hero himself, leads a fleet of Helldivers to meet the Automaton threat head-on. Their orders: break the Collective’s defenses, dismantle its war machine, and restore democracy to every square inch of this contested world.
Above the planet, Super Destroyers take position. Below, the VOX Collective prepares for their arrival.
Soon, the skies will fill with Hellpods.
Will you deploy with the Helldivers and carry the banner of Super Earth into battle? Or join the VOX Collective and crush humanity’s invasion beneath an iron fist?
Two forces. One planet. All-out war.
⚔️ TEAMS
🔵 BLUE TEAM - HELLDIVERS
🔴
RED TEAM - AUTOMATONS
🎯 GAME FORMAT
The event is played over Three separate games, each with a fresh set of missions, props, and scoring. Points carry over between rounds to determine the overall winner.
Between games, teams will reset to their bases. Props and items will be repositioned.
🏆 SCORING & VICTORY
- Each mission awards points to your team (listed per mission).
- Control of key objectives and retrieval of themed props add to your total.
- Final victory goes to the team with the most total points after all three games.
🧠 STRATEGY TIP
Recruit wisely, hold ground fiercely, and never let the enemy out maneuver you. It's not just about muscle, it's about timing, teamwork, and tenacity.
🔄 RESPAWN & GENERAL RULES
- Standard unlimited respawn unless mission specifies otherwise.
- Players must return to base and touch their respawn point or a mobile respawn point
- Generals are worth more points so make sure you eliminate them!
⚖️ General Scenario Rules & Guidelines
🎨 Team Colors
- Red Items = Red Team Only
- Blue Items = Blue Team Only
- Purple Items = Universal/Neutral – These can be touched, carried, or used by either team.
- Players MAY NOT steal, hide, or move the opposing team’s color-coded props or loot.
💀 Item Drops
- When a player is hit while carrying a mission-critical item, they must drop it immediately at the point of elimination.
- Referees or opposing players may then recover or secure these items based on the mission rules.
🛑 Obstruction & Sabotage
- Deliberately obstructing field props, spawn areas, or misdirecting referees/NPCs is prohibited.
- Keep the gameplay immersive and focused on teamwork and strategy.
🎭 SPIRIT OF THE GAME
This is a large-scale scenario built on teamwork, competition, and the shared love of paintball and retro games. Whether you’re a seasoned player or stepping onto the battlefield for the first time, we ask everyone to:
- Be respectful, inclusive, and supportive of all players
- Celebrate the big moments — even when the other team makes a great play
- Play hard, compete with intensity, but remember this is about having fun
- Respect the referees and game staff — their decisions are final and keep the game running smoothly
Let’s keep the energy high, the action intense, and the atmosphere positive.
This is your chance to step onto the battlefield and be part of something bigger.
🗓 Sunday’s Schedule
- Gates open at 7:00 AM
- Check-in begins at 7:15 AM
- Breakfast from Snack Shot available from 7:30 AM – 10:00 AM
- Meet your generals, safety briefing, and game overview at 9:00 AM
- Game 1 begins at 10:00 AM
- Game Break: 12:00 PM – 1:00 PM
- Lunch available at Snack Shot from 11:30 AM – 2:00 PM
- Game resumes: 1:00 PM – 2:45 PM
- Raffle: 3:00 PM – 3:30 PM
- Final Battle: 3:45 PM – 4:15 PM
- Final scores, MVP/MVT awards, and the after party will begin at 4:30 PM at Snack Shot
⚠️ Important Notes
- Please arrive early to allow time for check-in and gear prep
- All players must attend the 9:00 AM safety and game briefing
- Games will start on time—don’t miss the opening push
🎮 GAME 1: DENY THE FLESHBAGS A FOOTHOLD
🎬 Summary:
The first wave of Helldivers has landed. Before Super Earth can launch its full offensive, its soldiers must establish communications, claim strategic positions, and secure supplies.
The VOX Collective has issued a standing order: Deny the fleshbags a foothold.
🗺 Team Starting Bases:
🔵 Helldivers: Castle
🔴 Automatons: Octagon
🎯 HELLDIVERS OBJECTIVES:
🔵 HELLDIVERS OBJECTIVE 1: ESTABLISH COMMUNICATIONS
Super Earth needs an active communications network to reinforce the front line. Deliver Com Uplink Modules—represented by hockey pucks—to designated Com Towers to establish temporary forward respawn points.
How it works:
- A living player delivers one Com Uplink Module to an inactive tower.
- A referee collects the module, confirms activation, and starts a 10-minute timer.
- Raise your team’s flag to show that the tower is active.
- For those 10 minutes, your team may respawn by physically touching the tower’s marked respawn point.
- When time expires, the referee lowers the flag. The tower stops functioning as a respawn point.
- Deliver another module to reactivate it for another 10 minutes. Towers may be activated repeatedly throughout Game 1.
Rules:
- Players may carry only one Com Uplink Module at a time.
- If eliminated while carrying a module, drop it at the point of elimination.
- Each module is single-use and collected by the referee.
- Modules cannot be added while a tower is active to extend or stockpile respawn time.
- Each activation is recorded by the tower referee.
Scoring:
- 25 points for every successful uplink activation, including reactivations.
- 50 bonus points to the team with the most successful activations across all Com Towers during Game 1.
- If activation totals are tied, neither team receives the bonus.
🔵 HELLDIVERS OBJECTIVE 2: CLAIM TERRITORY FOR SUPER EARTH
Establish Super Earth’s presence by raising its flag at designated Command Posts around the battlefield.
How it works:
- Command Posts are separate objectives from the Com Towers.
- Raise the Super Earth flag to claim a Command Post.
- Automatons may lower the flag to deny Super Earth control.
- Helldivers may recapture lost posts throughout the game.
Scoring:
- 20 points per Command Post flying the Super Earth flag at the end of Game 1.
- Repeatedly capturing the same post does not award additional points.
🔵 HELLDIVERS OBJECTIVE 3: SECURE THE SUPPLIES
An army cannot survive on patriotism alone. Recover ammo, fuel, and food supplies scattered across the battlefield and deliver them to the Helldivers’ designated supply depot.
Rules:
- Players may carry only one supply prop at a time.
- If eliminated, drop the supply at the point of elimination.
- Supplies score only when delivered by a living player and recorded by the depot referee.
- Delivered supplies are removed from play and cannot score again.
- For this mission, supplies are Helldiver-specific. Automatons may defend or ambush supply locations but may not move or hide the props.
Scoring:
- Ammo: 5 points per prop delivered
- Fuel: 5 points per prop delivered
- Food: 5 points per prop delivered
🎯 AUTOMATONS OBJECTIVES:
🔴 AUTOMATON OBJECTIVE 1: ACTIVATE BIO-PROCESSING PLANTS
The VOX Collective requires a steady flow of reinforcements to crush the invasion. Deliver Processing Cores—represented by hockey pucks—to designated Bio-Processing Plants to bring production online.
How it works:
- A living Automaton delivers one Processing Core to an inactive plant.
- A referee collects the core, confirms activation, and starts a 10-minute timer.
- Raise the Automaton flag to signal that the plant is operational.
- For those 10 minutes, Automatons may respawn by physically touching the plant’s marked respawn point.
- When time expires, the referee lowers the flag and the plant stops functioning as a respawn point.
- Deliver another Processing Core to reactivate the plant for another 10 minutes.
Rules:
- Players may carry only one Processing Core at a time.
- If eliminated while carrying a core, drop it at the point of elimination.
- Each core is single-use and collected by the referee.
- Cores cannot be added while a plant is active to extend or stockpile respawn time.
- Helldivers may defend approaches and intercept carriers, but may not move or hide Automaton cores.
- Each activation is recorded by the plant referee.
Scoring:
- 25 points per successful activation, including reactivations.
- 50 bonus points to whichever faction records more total activations during Game 1: Automaton Bio-Processing Plants versus Helldiver Com Towers.
- If totals are tied, neither faction receives the bonus.
- No points for holding plants at the end of the game.
🔴 AUTOMATON OBJECTIVE 2: CLAIM TERRITORY FOR THE COLLECTIVE
Drive Super Earth from the battlefield. Raise Automaton flags at designated Command Posts to claim territory for the VOX Collective.
How it works:
- Command Posts are contested by both factions and are separate from Bio-Processing Plants and Com Towers.
- Lower any opposing flag and raise your own to claim the post.
- A living player must remain at the flag station for 30 uninterrupted seconds to complete the capture.
- If the player is eliminated, the attempt must restart.
- A referee confirms each capture. Posts may change hands throughout the game.
Scoring:
- 20 points per Command Post flying the Automaton flag at the end of Game 1.
- Repeated captures do not award additional points.
🔴 AUTOMATON OBJECTIVE 3: BREAK THEIR MORALE
Super Earth’s occupation is built on monuments, propaganda, and promises of freedom. Tear down those symbols and show the Helldivers that their democracy has no place here.
Locate and destroy designated Super Earth statues, building targets, and propaganda symbols scattered across the battlefield.
How it works:
- Each objective has a clearly marked, paintball-safe target panel.
- Score a direct paintball hit that breaks on the panel to destroy the objective.
- A referee verifies the hit and marks the objective as destroyed.
- Each target can score only once during Game 1.
Rules:
- Only marked scenario targets count.
- “Destruction” is simulated by shooting the target panel. Players may not damage, dismantle, or move actual buildings or props.
- Destroyed targets cannot be repaired or scored again during Game 1.
- Helldivers may defend the targets to prevent their destruction.
Scoring:
- 10 points per Super Earth symbol destroyed.
- 15 points per statue destroyed.
- 20 points per building target destroyed.
🎮 GAME 2: “HOW ABOUT A TASTE OF LIBER-TEA!”
🎬 Summary:
The war is in full swing, and the VOX Collective has deployed 2 Striders to crush Super Earth’s foothold. The Automatons must protect their war machines while the Helldivers rally their squads and unleash their stratagems.
Will it be enough—or will democracy be ground into the dirt?
🗺 Team Starting Bases:
🔵 Helldivers: Octagon
🔴 Automatons: Castle
🎯 AUTOMATONS OBJECTIVES:
🔴 AUTOMATON OBJECTIVE 1: ADVANCE THE FACTORY STRIDERS
The VOX Collective has deployed two Factory Striders to deliver reinforcements and overwhelming firepower. Escort them from the Automaton base at Castle toward the Helldiver strongholds. The farther they advance, the more points your team earns.
How it works:
- Both Striders begin at Castle and follow designated routes toward the Helldiver base.
- Automatons must protect the Striders from Helldiver attacks.
- Referees record each Strider’s progress at marked checkpoints.
- A destroyed Strider is removed from active play. Automatons may deploy a replacement, but it must restart at Castle.
- A maximum of two Striders may be active at once.
Destroying a Strider:
Each Strider can be destroyed by:
- 4 successful rocket hits
- 2 successful 500 kg Bomb strikes
- 1 successful Hellbomb detonation
For mixed attacks, one 500 kg Bomb counts as two rocket hits. All hits and detonations must be confirmed by the Strider referee. Standard paintball hits do not damage the Strider.
Scoring—per Strider deployment:
- 25 points for reaching Checkpoint 1.
- An additional 50 points for reaching Checkpoint 2.
- An additional 75 points for reaching the Helldiver stronghold.
- 150 points maximum per deployment.
Each checkpoint scores once per deployment. Replacement Striders can earn points again, starting from Castle.
🔴 AUTOMATON OBJECTIVE 2: DESTROY THE AMMO DEPOTS
Cut off the Helldivers’ ammunition supply. Locate and destroy the marked Super Earth Ammo Depots while their defenders fight to keep them operational.
How it works:
- Deliver an Automaton Sabotage Charge prop to a depot’s marked placement point.
- If the player is eliminated before completing the plant, the attempt resets and the charge is dropped.
- A referee confirms destruction and removes the charge from play.
- Each depot can be destroyed and scored only once during Game 2.
Scoring: 50 points per depot destroyed.
🔴 AUTOMATON OBJECTIVE 3: DEFEND THE FABRICATORS
Two Automaton Fabricators sustain the Collective’s war effort. Defend both installations against Helldiver sabotage.
How it works:
- Two Fabricators begin Game 2 operational.
- Automatons must prevent Helldivers from completing their destruction objective.
- A referee records when either Fabricator is destroyed.
- Destroyed Fabricators remain out of action for the rest of Game 2.
Proposed Scoring:
- 50 points per Fabricator surviving at the end of Game 2.
- 25 bonus points if both survive.
🎯 HELLDIVERS OBJECTIVES:
🔵 HELLDIVERS OBJECTIVE 1: STOP THE FACTORY STRIDERS
Two Factory Striders are advancing toward Super Earth’s strongholds. Gather heavy weapons, coordinate your attacks, and destroy them before they reach the Helldiver base.
Destroying a Strider:
- 4 successful rocket hits
- 2 successful 500 kg Bomb strikes
- 1 successful Hellbomb detonation
Mixed attacks count: one 500 kg Bomb equals two rocket hits. Standard paintball hits do not damage Striders. A referee confirms and records all damage.
Acquire Your Firepower — Mechanics:
🎯 ACQUIRE YOUR FIREPOWER: RECOVER STRATAGEM CODES
Stratagem arrow-sequence cards are hidden throughout the battlefield. Helldivers must find these cards and bring them to an operational Ammo Depot to obtain heavy weapons.
How it works:
- Find a card identifying a Rocket, 500 kg Bomb, or Hellbomb stratagem.
- Deliver it to the Ammo Depot referee and successfully repeat its arrow sequence.
- The referee collects the single-use card and issues the corresponding scenario ammunition or bomb prop:
- 🚀 Rocket: One shot from the designated scenario launcher.
- 💥 500 kg Bomb: One bomb strike.
- ☢️ Hellbomb: One Hellbomb deployment.
- Deploy the weapon using its established attack rules.
Rules:
- Players may carry one stratagem card at a time.
- If eliminated while carrying a card or issued weapon prop, drop it at the point of elimination.
- Destroyed Ammo Depots cannot redeem cards or issue weapons.
- Stratagem cards replace the previous ammunition and component collection requirements.
Scoring:
- 70 points per Factory Strider destroyed, including replacements.
- Each destruction scores once, confirmed by the Strider referee.
🔵 HELLDIVERS OBJECTIVE 2: DESTROY THE FABRICATORS
Locate and destroy the two Automaton Fabricators supporting the enemy war effort.
Proposed mechanic:
- Collect a Demolition Charge prop from the Helldiver Armory.
- Deliver it to a Fabricator’s marked placement point.
- A living Helldiver must remain there for 30 uninterrupted seconds to complete the sabotage.
- If eliminated before completion, the attempt resets and the charge is dropped.
- A referee confirms destruction and collects the charge.
- Each Fabricator can be destroyed only once and remains out of action for the rest of Game 2.
Scoring: 50 points per Fabricator destroyed.
🔵 HELLDIVERS OBJECTIVE 3: DEFEND THE AMMO DEPOTS
Protect Super Earth’s Ammo Depots from Automaton sabotage. Stop enemy charge carriers before they destroy the ammo depots
Scoring:
- 50 points per Ammo Depot surviving at the end of Game 2.
- 25 bonus points if both survive.
🎮 GAME 3: TOTAL ANNIHILATION
The battle reaches its breaking point. Both factions commit their remaining forces to one final assault. The objective is simple: annihilate the enemy.
Objective — Both Teams:
Eliminate opposing players and exhaust the enemy’s reinforcement reserves before your own run out.
Reinforcement Rules:
- Each team begins with 50 shared reinforcements (respawns).
- Your initial deployment does not consume reinforcements.
- Eliminated players must return to their team’s designated respawn point.
- Each player who respawns uses one reinforcement, recorded by the respawn referee.
Winning the Battle:
- When a team’s reinforcements reach zero, that team immediately loses, even if it still has players on the field.
- If time expires first, the team with more reinforcements remaining wins.
- If both teams have the same number remaining when time expires, the battle ends in a draw.
Fifty reinforcements. One final push. Make every life count.
Scoring:
- 150 points for the winning team.
UPDATED TO HERE:
🛡️ ALL-DAY PERKS & PLAYER POINTS
🔫 Player Points:
+1 XP for each opposing player eliminated (tracked at respawn)
+3 XP for each General eliminated (tracked at respawn)
-10 XP for any player caught cheating – don’t be that player.
♻️ Respawn Rules:
- Each team has a main base respawn point. Players must physically touch it to re-enter the game.
- Mobile respawns may also be deployed during missions and function the same way. Mobile respawns may require a dice roll before they will be allowed back into the game.
- All respawns are instant unless affected by a perk.
⚡ BATTLEFIELD PERKS & SUPPORT ASSETS
🔵 Blue Items = Hellivers Only
🔴 Red Items = Automatons Only
🟣 Purple Items = Universal Power-Ups that may be used by either team
Both factions can find powerful perks throughout the battlefield. Team-colored items may only be collected and used by that faction; neutral items may be used by either team.
Drop carried perk cards or props when eliminated. Single-use cards must be surrendered to a referee when activated.
📡 LOCALIZED JAMMER — REINFORCEMENT DISRUPTION
Deliver this card to a referee and designate one enemy respawn point.
- That point cannot release players for 2 minutes.
- Players already alive remain in play.
- Normal respawning resumes when the timer expires.
- Jammers cannot stack or extend an active delay at the same point.
- Single-use.
☣️ ORBITAL GAS STRIKE — AREA DENIAL
Deliver this card to a referee and identify your target area.
- Only a referee may deploy the smoke grenade.
- Any living player touched by the gas cloud is eliminated, including teammates.
- Shields do not protect against gas.
- The referee determines when the cloud is no longer active.
- Single-use.
🛡️ BATTLE SHIELD — ARMORED ADVANCE
Recover a shield and use it to protect your advance.
- Paintball hits on the shield do not eliminate its bearer.
- Normal hits on the bearer or their other equipment still count.
- Drop the shield when eliminated; an eligible teammate may recover it.
- Shields may not physically obstruct mission controls, flags, or activation points.
🚜 TANK SUPPORT — HEAVY ARMOR
Deliver a Tank Support card to a referee to request armored support.
- Game staff operate the tank along its designated route.
- Players must follow the tank referee’s instructions.
- Deployment duration, damage requirements, and any respawn capabilities follow the event’s separate tank rules.
- Single-use deployment card.
🔍 RECON SWEEP — BATTLEFIELD INTELLIGENCE
Deliver this card to a referee and choose one enemy tank, Factory Strider, or mission-item carrier.
- Game staff report that target’s current or last confirmed location.
- This is a one-time location report, not continuous tracking.
- Single-use.
⚡ EMS STRIKE — DISABLE THE ADVANCE
Deliver this card to the referee supervising an enemy tank or Factory Strider.
- The target must stop moving for 60 seconds.
- Its weapons remain active, and it can still take damage.
- Escorting players remain free to move and fight.
- EMS effects cannot stack or extend an active stoppage.
- Single-use.
🎯 ORBITAL PRECISION STRIKE — TARGETED DAMAGE
Deliver this card to the referee supervising an enemy tank or Factory Strider and identify the target.
- Inflicts damage equivalent to one successful rocket hit.
- Against a Factory Strider, this counts as one of the four hits required to destroy it.
- Damage is recorded by the target’s referee.
- Single-use.
🚀 RAPID DEPLOYMENT — GAME 1 ONLY
Deliver this card to a referee at one of your faction’s inactive Com Towers or Bio-Processing Plants.
- Activates that location without an Uplink Module or Processing Core.
- Raise your faction’s flag and begin its normal 10-minute respawn period.
- Cannot extend an already active location.
- Awards no activation points and does not count toward the most-activations bonus.
- Single-use. Game 1 only.
➕ REINFORCEMENT RESERVE — FINAL BATTLE SUPPORT
Recover this card during Game 1 or Game 2 and deliver it to your team’s command referee before Game 3 begins.
- Adds 5 reinforcements to your team’s starting reserve for Game 3.
- Maximum one redeemed card per team, allowing a starting total of 55 instead of 50.
- Cannot be redeemed after the final battle begins.
- Single-use.

















