Team Helldivers

Alex Kop • October 8, 2026
Poster:

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 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 



🎯 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




🎮 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



🎯 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.




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 • Hold the Hall uncontested for 5 minutes to claim the Relic of Eternia.
 • Return the relic to your base to unlock its power in the final battle.
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